StereoCamera | Binocular ranging , that is , using the different parallax

 by   Maicius C++ Version: Current License: No License

kandi X-RAY | StereoCamera Summary

kandi X-RAY | StereoCamera Summary

StereoCamera is a C++ library. StereoCamera has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Binocular ranging, that is, using the different parallax obtained by shooting the same object with the left and right cameras to judge the distance from the object to the camera, which involves algorithms such as camera calibration, epipolar recovery, correction, and stereo matching
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              StereoCamera has a low active ecosystem.
              It has 27 star(s) with 8 fork(s). There are 3 watchers for this library.
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              It had no major release in the last 6 months.
              StereoCamera has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of StereoCamera is current.

            kandi-Quality Quality

              StereoCamera has no bugs reported.

            kandi-Security Security

              StereoCamera has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              StereoCamera does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              StereoCamera releases are not available. You will need to build from source code and install.

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            StereoCamera Key Features

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            StereoCamera Examples and Code Snippets

            No Code Snippets are available at this moment for StereoCamera.

            Community Discussions

            QUESTION

            Three.js - how to create mirror image for the entire scene
            Asked 2020-Apr-12 at 07:01

            so I'm building an AR headset that uses stereo rendering to create 3d images. The only problem is that when the image reflects off the headset's reflectors it creates a flipped (mirror) image. I need to take account for that in my Three.js code so I was wondering if there are 2 options:

            1. Flip every 3d object in the scene
            2. Or flip the camera to simulate an optically inverted (mirror image) camera

            I'll post the basics of my code here:

            ...

            ANSWER

            Answered 2020-Apr-12 at 07:01

            Could you just use CSS to flip the element you're using to render the scene?

            Source https://stackoverflow.com/questions/61166661

            QUESTION

            Can anyone explain what is going on in this code for Three.js StereoEffect
            Asked 2020-Apr-06 at 08:14

            Can someone who understands stereo rendering give an explanation of what each of these functions is doing to create the VR stereo effect. There's little to no documentation on functions like StereoCamera(), setScissor(), setViewPort() in the three.js library.

            I would greatly appreciate any sort of high/low-level explanation.

            Also, a bug I'm having is when I try to change the eyeSep value it has no effect on the final render.

            ...

            ANSWER

            Answered 2020-Apr-06 at 08:14

            setScissor and setViewport

            set the area of the canvas to render to. More specifically setViewport sets how to convert from a shader's clip space to some portion of the canvas's pixel space and setScissor sets a rectangle outside of which nothing can be rendered.

            See this.

            Otherwise StereoCamera just provides 2 cameras that are eyeSep apart so you only have to manipulate one camera, the PerspectiveCamera then you update the StereoCamera and it will automatically update the 2 eye cameras you can use for rendering.

            Source https://stackoverflow.com/questions/61052900

            QUESTION

            Recovering pose from 3D triangulated points
            Asked 2019-Jan-09 at 18:41

            I have a stereocamera setup where I use the OpenCV method cv::triangulatePoints to detect the checkeboard corners in 3D space. I was wondering what the method is to take these triangulated points and accurately estimate a 3D pose of the checkerboard.

            One method I have encountered was found here, feeding the points into a PnP algorithm:

            http://answers.opencv.org/question/168400/triangulating-points-into-world-space-and-using-in-solvepnp/

            While this is a simple solution to my problem, I am not sure if this is completely correct, as most of my experience with method is for single camera use.

            Any insight would be appreciated!

            ...

            ANSWER

            Answered 2019-Jan-09 at 18:41

            Fit a plane to the points. The normal to the plane plus any two axes orthogonal to the normal and to each other define the pose of your checkerboard object with respect to the camera.

            Note that for a checkerboard-like object you don't need stereo to find the orientation.

            Source https://stackoverflow.com/questions/54044086

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install StereoCamera

            You can download it from GitHub.

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            gh repo clone Maicius/StereoCamera

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