[osg-users] Camera intrinsics

Keith Parkins kparkins at cs.rochester.edu
Wed Apr 6 07:05:45 PDT 2011


Hi Benedikt,

I don't have time to look at this right now, but off the top of my head
the sign difference that you noticed may be because I grabbed this from
a reverse projection that I did (the projection was bounced off some
mirrors to a back projection which in turn was viewed by looking into
another mirror). So if everything was flipped when you tried this, that
was probably the reason why.

-K

On Wed, 6 Apr 2011, benedikt naessens wrote:

>
> Keith Parkins wrote:
>> After looking at this again, I am unclear as to whether you have built
>> the projection matrix from the intrinsic parameters. I was assuming that
>> you had made it by hand. To do that you would do something like this:
>>
>> //-----------------------------------------------------------------------------//
>> // The _intrinsic variable holds the five values for the intrinsic
>> // matrix. The intrinsic * our pixel transform to get the projections
>> // matrix. The intrinsic values (itr[]) are given as five doubles
>> // such that:
>> //
>> //    | itr[0] itr[1] itr[2]  |
>> //    |   0    itr[3] itr[4]  |
>> //    |   0      0      0     |
>> //
>> //    | alpha_u gamma u_0  |
>> //    |   0    alpha_v v_0 |
>> //    |   0      0      0  |
>> //
>> //-----------------------------------------------------------------------------//
>>
>> void
>> -Camera::calcProjection() {
>> double alpha_u, alpha_v;
>>
>> // calc alphas
>> alpha_u = _intrinsic[0];
>> double cot_theta = - _intrinsic[1]/_intrinsic[0];
>> double sin_theta = sqrt(1/(1+cot_theta*cot_theta));
>> alpha_v = _intrinsic[3] * sin_theta;
>>
>> double skew = _intrinsic[1];
>>
>> double u0, v0;
>> u0 = _intrinsic[2]; v0 = _intrinsic[4];
>>
>> double left = -u0 / alpha_u * _near;
>> double bottom = (_screen_height-v0) / alpha_v * _near;
>> double right = (_screen_width - u0) / alpha_u * _near;
>> double top = -v0 / alpha_v * _near;
>>
>> _projection[0] = 2 * _near / (right - left);
>> _projection[4] = 2 * _near * skew / ((right - left) * alpha_u);
>> _projection[5] = 2 * _near / (top - bottom);
>> _projection[8] = -(right + left)/(right - left);
>> _projection[9] = -(top + bottom)/(top - bottom);
>> _projection[10] = (_far + _near) / (_far - _near);
>> _projection[11] = 1;
>> _projection[14] = -2 * _far * _near/(_far-_near);
>>
>> |}
>>
>>
>> /lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
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> ------------------
> Post generated by Mail2Forum[/quote]
>
> There seems to be a mismatch between the projection matrix generated by e.g. makePerspective and the projection matrix elements you suggest here.
>
> When I do the comparison between the two, it seems that:
> _projection[5], _projection[8], _projection[9] and _projection[11] have opposite signs.
>
> I'm also a bit surprised that the projection matrix generated by OSG (makePerspective) has -1 instead of 1 for _projection[11]. Maybe that has something to do with the inversion of the Y axis (0,0 in the bottom left instead of the top left) ?
>
> Can you give me a suggestion why these differences exist ?
>
> Thanks !
> Benedikt.
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=38253#38253
>
>
>
>
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Keith Parkins                    U of R Center for Visual Science
kparkins at cvs.rochester.edu       Meliora Hall, Room 253
office: (585) 275-2460           lab: (585) 275-2230



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