2Dto3D | Using camera calibration and PnP to translate Pixel | Camera library

 by   cong Python Version: Current License: MIT

kandi X-RAY | 2Dto3D Summary

kandi X-RAY | 2Dto3D Summary

2Dto3D is a Python library typically used in Video, Camera applications. 2Dto3D has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. However 2Dto3D build file is not available. You can download it from GitHub.

This repo introduces how to use camera calibration and PnP to translate Pixel Coordinates System 2D coordinate point (u, v) to World Coordinate System 3D coordinate point (X, Y, Z).
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              2Dto3D has a low active ecosystem.
              It has 58 star(s) with 15 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of 2Dto3D is current.

            kandi-Quality Quality

              2Dto3D has no bugs reported.

            kandi-Security Security

              2Dto3D has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              2Dto3D is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              2Dto3D releases are not available. You will need to build from source code and install.
              2Dto3D has no build file. You will be need to create the build yourself to build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed 2Dto3D and discovered the below as its top functions. This is intended to give you an instant insight into 2Dto3D implemented functionality, and help decide if they suit your requirements.
            • Convert pixel coordinates to world coordinates .
            Get all kandi verified functions for this library.

            2Dto3D Key Features

            No Key Features are available at this moment for 2Dto3D.

            2Dto3D Examples and Code Snippets

            No Code Snippets are available at this moment for 2Dto3D.

            Community Discussions

            QUESTION

            Is It possible to move the avatar programmatically or specify position in Autodesk.AEC.Minimap3DExtension
            Asked 2020-Nov-11 at 10:11

            Autodesk.AEC.Minimap3DExtension provides a 3d and 2d sync forge viewer where a user can use 2d viewer and move the avatar to navigate. In order to navigate user has to move the avatar or a dot icon in 2d viewer to navigate in 3d model.

            My question is where is there any possibility where I can send the set of coordinates which are with me and can I move the avatar programmatically so that user don't have to do so.

            here is any example why I am asking so, I have a geometry on my forge viewer which is on 2D and I am looking to make a first person view over that geometry. So If I have all the points of geometry I want to make it use with Autodesk.AEC.Minimap3DExtension so that I can move first person to different views

            here is the sample I am rereferring to link

            I had been following this wonderful blog link with the help of this I am aware little bit aware how to work with 2dto3d here in above link

            ...

            ANSWER

            Answered 2020-Nov-11 at 10:11

            I'm glad you like the blog post :)

            After reading the question I have the impression that you have already answered it yourself. If you have some kind of a geometry, let's say a polyline, overlaid on top of the 2D drawing, you can use the same logic explained in the blog post, but when calling viewer.hitTest, instead of passing in some mouse coordinates, you would just supply one of the points of your polyline.

            Instead of:

            Source https://stackoverflow.com/questions/64770688

            QUESTION

            Deprojection from 2D to 3D is wrong regardless of method
            Asked 2019-Dec-11 at 06:12

            I am trying to deproject a 2D image point to a 3D point, and there seems to be just as much misinformation as there is information out there on how to do it. I have the problem modeled in UE4, where I know that:

            Camera Location: (1077,1133,450)

            Camera Rotation (degrees): yaw = 90, pitch = 345, roll=0

            Camera Horizontal FOV (degrees): 54.43224

            Camera Vertical FOV (degrees): 32.68799

            Camera Shear: 0

            Camera Resolution: 1280x720

            Object Location in world: (923,2500,0)

            Object Location in image frame: (771,427)

            From the above data and this method, I have intrinsic camera matrix:

            ...

            ANSWER

            Answered 2019-Dec-11 at 06:12

            It's just UE4 being odd about the rotation matrix. I modeled the problem in Blender 2.79 and everything works perfectly if you rotate the camera with ZYX (ypr) and add a 180 degree offset to the roll (so 180-reported_angle) in the code.

            Upshot is know your engine and how it does or does not conform to published standards!

            Source https://stackoverflow.com/questions/59254778

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

            Vulnerabilities

            No vulnerabilities reported

            Install 2Dto3D

            You can download it from GitHub.
            You can use 2Dto3D like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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