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2017-08-22 11:05:12 -0600 commented question How to rotate a camera to point to an object on the screen

Is that a 4D transformation matrix? It's been a while since I studied that and I don't remember the details extremely well. And once I have the transformation matrix, do I move the world space vectors to pixel space, perform the rotation, then apply the transpose of the transformation matrix again?

2017-08-21 15:12:57 -0600 received badge  Enthusiast
2017-08-20 16:00:03 -0600 asked a question How to rotate a camera to point to an object on the screen

I have a camera which points in a direct, I have a unit vector C which describes the orientation of the camera in world coordinates.

There is a point of interest in the image taken by the camera. Given the field of view of the camera and image size, I can compute two vectors in pixel space:

A, the principal point (center point of the image), and

B the point of interest in pixel space.

I want to rotate the camera C (in world coordinates) such that it now points at the object represented on screen by B

It's unclear to me how to transition between the on-screen pixel-space orientation of vectors A and B and the world space vector C.

2017-07-24 18:08:55 -0600 received badge  Editor (source)
2017-07-24 18:08:16 -0600 asked a question Given the fundamental matrix can I get camera angle relative to a plane?

I have 6 stereo images of a plane (wall) with the scale marked (by tape measure).

The cameras are at varying position and angles.

I can compute the fundamental matrix with findFundamentalMat(...). I do not (yet) know the essential matrix.

I also have the coordinates of the cameras in world space.

Can I determine the angles of the cameras in world coordinates using F (fundamental matrix) and the world coordinates of the cameras without the essential matrix?