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Re: Camera intrinsic parameter
Ok well it works :)
Thank you.
Another question.
I have a optical flow translation computation.
Moreover i use a gyroscope to get current orientation of my device.
So what i need it's to compute the conversion of pixel optical flow translation to camera coordinate and then i translate my camera with this current rotation.
What i do is :
float f_x = this.cameraCalib.fx; float f_y = this.cameraCalib.fy; float c_x = this.cameraCalib.pointx; float c_y = this.cameraCalib.pointy; Vector3 pimage = new Vector3(opticalflow.x * f_x, opticalflow.y * f_y, f_x); Matrix4x4 K = new Matrix4x4(); K.m00 = f_x; K.m01 = 0; K.m02 = c_x; K.m03 = 0; K.m10 = 0; K.m11 = f_y; K.m12 = c_y; K.m13 = 0; K.m20 = 0; K.m21 = 0; K.m22 = 1; K.m23 = 0; K.m30 = 0; K.m31 = 0; K.m32 = 0; K.m33 = 1; Vector4 pcamera = Matrix4x4.Inverse(K) * new Vector4(pimage.x, pimage.y, pimage.z, 1); // then i subtract pcamera with the same calcul for pimage = (0,0,0)
But it seems don't works, can you tell me if the calcul is correct, the translation is not enough.
Thank you.
Re: Camera intrinsic parameter
I think there's a good chance this will work... The native CameraDevice is a singleton, so you should be able to access it once Unity has finished initializing to get the camera calibration. Please note this hasn't been tested!
I'll add a request to expose these parameters in Unity for future versions.
- Kim
Re: Camera intrinsic parameter other idea
Could you tell me if this solution can work:
I have my unity game with libQCAR.a.
My game already call an ios external lib.
What i need it's to get camera intrinsic parameter.
So if i compile my external lib with libQCAR.a and add the headers files from SDK iOS, add a external function to get camera calibration, then i remove libQCAR.a and put only my lib (which is linked with libQCAR.a) in unity iOS directory.
Should it works?
Thank you.
Sorry, we're outside of my domain at this point :) Perhaps someone else in the community can lend a hand?
- Kim