cameratransform | python package which can be used to fit camera | Computer Vision library
kandi X-RAY | cameratransform Summary
kandi X-RAY | cameratransform Summary
CameraTransform is a python package which can be used to fit camera transformations and apply them to project points from the camera space to the world space and back. For installation and usage please refere to the Documentation.
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Top functions reviewed by kandi - BETA
- Get camera parameters from an exif file
- Get the sensor size from the database
- Adds the length information to the plot
- Create a 3D space from an image
- Get the ray coordinates of the given points
- Compute the length difference between two points
- This function extracts the corners and pattern points from the given image
- Plots the ellipsines between two images
- Returns the border of the image
- Get the top view of the given image
- Returns the map associated with the image
- Generate a LUT
- Create a BayesianFridge model
- Fit calibration
- Performs a metropolis algorithm
- Plots the epiploar lines between two points
- Load a batch of images from a folder
- Add a cube
- Set camera parameters based on a given point
- Updates the plot
- Adds a QSpinBox to the layout
- Opens the dialog
- Calculate the distance between two cameras
- Process image
- Processes an image
- Load a camera
- Calculate the gps from points
cameratransform Key Features
cameratransform Examples and Code Snippets
Community Discussions
Trending Discussions on cameratransform
QUESTION
This is an implementation of a playerController "joystick" script, its working ok with 1 problem, as I move the clamped pad position around its parent image, my player object moves as you would expect. The issue arises when I spin the camera, the movement does not take into account the direction the camera is facing, so movement then is pretty much in reverse. I know I need a reference to my cameras current forward facing position, Im just not sure where this needs to sit in the below script, any tips would be great !
...ANSWER
Answered 2022-Mar-24 at 00:17Replacing the move direction calculation with the following should work.
QUESTION
I have an app that I am trying to update from SceneKit to RealityKit, and one of the features that I am having a hard time replicating in RealityKit is making an entity constantly look at the camera. In SceneKit, this was accomplished by adding the following billboard constraints to the node:
...ANSWER
Answered 2021-Dec-31 at 20:06k - I haven't messed with RK much, but assuming entity is a scenekit node? - then set constraints on it and it will be forced to face 'targetNode' at all times. Provide that works the way you want it to, then you may have to experiment with how the node is initially created IE what direction it is facing.
QUESTION
I am developing a game engine. Currently I am working on the camera system. When I translate it Time::getMainLoopDeltaTime() units to the right, everything in the scene moves to the right along with it when everything should look like it is moving left. I cannot figure out what I am doing wrong. These are the technologies that I am using:
- GLFW
- OpenGL
- GLM
Note: I am using the game object's transform as the camera's transformation matrix that also serves as the view matrix. The x position outputs positively increasing values and the game objects in the scene are stationary (their x y z position values are not changing).
Camera game object intialization
...ANSWER
Answered 2021-Dec-25 at 08:12Apparently, what I thought was wrong was actually right, but and incomplete implementation of the camera system. Translating the camera/gameObject matrix to the right will also move everything to the right. To solve this, we can negate the position of a copy of the transformation matrix every time we need to use it to render things. This will allow to keep the original data while getting the expected behavior when rendering.
QUESTION
So I am trying to create a new first-person movement system with the new input system in order to make gamepad support so much easier and I am experiencing a problem when I try to read the value of the Vector2 in a FixedUpdate
loop, it only outputs (0,0)
but if I read it in an InputAction.performed
event it works. However, I cannot use the event as it doesn't repeat on keyboard input and it isn't smooth. I've seen a tutorial linked here and at the end it does demonstrate you can pull information from outside events. Now my question is did I miss something or is there a different way to do it, my code is found below
ANSWER
Answered 2021-Nov-01 at 21:32Store the value (retrieved in the performed event) in a variable, and use that variable in fixed update.
Make sure to reset the variable from the cancelled event (otherwise the variable will hold the last retrieved value from performed event).
You can read the input value directly into a class variable, as shown below.
QUESTION
I am working on a renderer, and I am having some troubles with the perspective projection matrix.
Following is my perspective projection matrix.
...ANSWER
Answered 2021-Jul-26 at 21:16You need to transpose the matrix and invert some components if you want to do the same as Matrix4.CreatePerspectiveFieldOfView
.
QUESTION
I stumbled upon this while applying rotation from the camera onto an entity in RealityKit. I thought I have to do some matrix math to gain the euler angles from arView.session.currentFrame.camera.transform
matrix, but retrieving the rotation from arview.cameraTransform.rotation
did the trick (found here).
So: What is the difference of both matrices and when should be used which?
...ANSWER
Answered 2021-Jul-03 at 07:41Your first sample is the transform matrix
that defines the camera’s rotation/translation in world coordinates.
QUESTION
I have a very simple RealityKit scene (without AR) with a box on it. While the sides of the box are colored (I assume due to a default light), the front face is black. So I decided to add a point light at camera's position (based on other StackOverflow answers, and same anchor than the box one), but the box remains black. What am I missing ?
...ANSWER
Answered 2021-Jan-28 at 13:26There's a couple of things here, the most noticeable is that your material is set to .blue, and you're trying to light it using a .red light. The material's made from the colour contains zero red (in rgb form), so the light will have no effect on it. If you're using glasses with a red filter on them, green and blue will just appear black, only the reds will shine through.
Even if you change it to a .white
light, it won't look much different though. This is just what it looks like with the default SimpleMaterial with isMetallic set to true; all you'll see is reflections of light, rather than see a light hitting it.
This is because the roughness of the material is set to 0, increase it just a tiny bit you'll see the cube light up with your point light.
QUESTION
I recently made the decision to switch over to a newer version of the JDK from the one I was using. (Specifically from jdk1.8.0_261
to jdk-14.0.2
). This upgrade when pretty smoothly, as most features work the way I expected them and I was able to find how to adjust to anything that was not the same.
However, as shown in the title, I came across an issue with a specific application I am writing that uses Swing. My main monitor is a 4k monitor, and I have set the windows system scaling for that monitor to 200%. While every other Swing application being scaled to match that DPI setting is nice, for this specific application I want to disable that scaling and have pixels be drawn 1:1, especially when this Application is distributed.
Is there a way to disable this automatic scaling with a VM argument? Or is there a way to disable the scaling at runtime before any calls are made to the swing library? (Similar to how any changes to the look and feel must be done before any other calls to the library.)
For reference:
Here is the code I use to create my JFrame and to create the graphics object I draw everything onto, which happens in a timed loop outside of this class and the scope of this question.
...ANSWER
Answered 2020-Dec-23 at 06:11After coming back to this question after a while of working on something else, I have come across the solution I was looking for, mostly by accident.
The solution I was looking for was a Java system property or JVM argument that would disable the DPI awareness of Swing components, meaning that on a system with 200% scaling, the user input space and component rendering would match the native resolution of the screen and not the 200% scaled resolution (eg expecting to read mouse input from and render to a 3840x2160 screen rather than what was happening, where mouse input was capped at 1920x1080).
This solution was discussed in this answer to a similar question. I will restate it here for sake of being complete.
The solution is to pass -Dsun.java2d.uiScale=1
into the VM as a VM argument. This forces the UI scale to be 1, ignoring any system scaling and rendering and gathering mouse input at native resolution. I can also confirm that calling System.setProperty("sun.java2d.uiScale", "1");
before calling any swing class will also produce the result I was looking for.
QUESTION
I was following Apple Documentation and example project to load 3d Object using .SCN file with Virtual Object (subclass of SCNReferenceNode) class but suddenly i needed to change the model from .scn to usdz . Now my usdz object is loading successfully but it is not on surface (midway in the air) and i can't interact with it like (tap , pan , rotate) ... Is there any other way to get interaction with usdz object and how can I place it on the surface like I was doing it before with .scn file
For getting model URL (downloaded from server)
...ANSWER
Answered 2020-Oct-21 at 09:57After so many tries , finally i found out that dynamic scaling of the model causing problem , Reference to this
I scaled the object to 0.01 for all the axis (x,y and z)
QUESTION
I've been trying to make the face texture in a 2D canvas/plane move only along the X/Y axis, following the movements of the face without rotating, with the 2D background camera texture reflected accurately on top. Right now, when I connect the canvas to the face tracker I'm getting distorted scale, and the 2D plane rotates in 3D space. See below for the current canvas/camera texture/face tracker set-up. Manual scaling results in poor tracking.
Here is my code:
...ANSWER
Answered 2020-Jul-07 at 22:17Turns out Facebook has an example that deals with 2D movement but not scale: https://sparkar.facebook.com/ar-studio/learn/reference/classes/facetrackingmodule
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Install cameratransform
You can use cameratransform 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.
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