Created
December 14, 2010 19:57
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Decompose Homography into Rotation matrix & Translation vector
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var intrinsic:Vector.<Number> = new Vector.<Number>(9, true); | |
var intrinsicInverse:Vector.<Number> = new Vector.<Number>(9, true); | |
var R:Vector.<Number> = new Vector.<Number>( 9, true ); | |
var t:Vector.<Number> = new Vector.<Number>( 3, true ); | |
// SVD routine | |
var svd:SVD = new SVD(); | |
// input homography[9] - 3x3 Matrix | |
// please note that homography should be computed | |
// using centered object/reference points coordinates | |
// for example coords from [0, 0], [320, 0], [320, 240], [0, 240] | |
// should be converted to [-160, -120], [160, -120], [160, 120], [-160, 120] | |
function computePose(homography:Vector.<Number>):Boolean | |
{ | |
var h10:Number = homography[0]; | |
var h11:Number = homography[3]; | |
var h12:Number = homography[6]; | |
var h20:Number = homography[1]; | |
var h21:Number = homography[4]; | |
var h22:Number = homography[7]; | |
var h30:Number = homography[2]; | |
var h31:Number = homography[5]; | |
var h32:Number = homography[8]; | |
var r10:Number, r11:Number, r12:Number; | |
var r20:Number, r21:Number, r22:Number; | |
var r30:Number, r31:Number, r32:Number; | |
var vT:Vector.<Number> = new Vector.<Number>(9, true); | |
// | |
var invC0:Number = intrinsicInverse[0]; | |
var invC1:Number = intrinsicInverse[1]; | |
var invC2:Number = intrinsicInverse[2]; | |
var invC3:Number = intrinsicInverse[3]; | |
var invC4:Number = intrinsicInverse[4]; | |
var invC5:Number = intrinsicInverse[5]; | |
var invC6:Number = intrinsicInverse[6]; | |
var invC7:Number = intrinsicInverse[7]; | |
var invC8:Number = intrinsicInverse[8]; | |
// | |
var invH10:Number = invC0*h10 + invC1*h11 + invC2*h12; | |
var invH11:Number = invC3*h10 + invC4*h11 + invC5*h12; | |
var invH12:Number = invC6*h10 + invC7*h11 + invC8*h12; | |
var lambda:Number = Math.sqrt( invH10 * invH10 + invH11 * invH11 + invH12 * invH12 ); | |
if (lambda == 0) return false; | |
lambda = 1.0 / lambda; | |
invC0 *= lambda; | |
invC1 *= lambda; | |
invC2 *= lambda; | |
invC3 *= lambda; | |
invC4 *= lambda; | |
invC5 *= lambda; | |
invC6 *= lambda; | |
invC7 *= lambda; | |
invC8 *= lambda; | |
// Create normalized R1 & R2: | |
r10 = invC0*h10 + invC1*h11 + invC2*h12; | |
r11 = invC3*h10 + invC4*h11 + invC5*h12; | |
r12 = invC6*h10 + invC7*h11 + invC8*h12; | |
// | |
r20 = invC0*h20 + invC1*h21 + invC2*h22; | |
r21 = invC3*h20 + invC4*h21 + invC5*h22; | |
r22 = invC6*h20 + invC7*h21 + invC8*h22; | |
// Get R3 orthonormal to R1 and R2: | |
r30 = r11 * r22 - r12 * r21; | |
r31 = r12 * r20 - r10 * r22; | |
r32 = r10 * r21 - r11 * r20; | |
// Put the rotation column vectors in the rotation matrix: | |
R[0] = r10; | |
R[1] = r20; | |
R[2] = r30; | |
R[3] = r11; | |
R[4] = r21; | |
R[5] = r31; | |
R[6] = r12; | |
R[7] = r22; | |
R[8] = r32; | |
// Calculate Translation Vector T: | |
t[0] = invC0*h30 + invC1*h31 + invC2*h32; | |
t[1] = invC3*h30 + invC4*h31 + invC5*h32; | |
t[2] = invC6*h30 + invC7*h31 + invC8*h32; | |
// Transformation of R into - in Frobenius sense - next orthonormal matrix: | |
svd.decompose( R, 3, 3 ); | |
transposeMat( svd.V, vT ); | |
multMat( svd.U, vT, R ); | |
return true; | |
} | |
function setIntrinsicParams(fx:Number, fy:Number, cx:Number, cy:Number):void | |
{ | |
intrinsic[0] = fx; | |
intrinsic[4] = fy; | |
intrinsic[2] = cx; | |
intrinsic[5] = cy; | |
intrinsic[8] = 1.0; | |
// | |
// Create inverse calibration matrix: | |
var tau:Number = fx / fy; | |
intrinsicInverse[0] = 1.0 / (tau*fy); | |
intrinsicInverse[1] = 0.0; | |
intrinsicInverse[2] = -cx / (tau*fy); | |
intrinsicInverse[3] = 0.0; | |
intrinsicInverse[4] = 1.0 / fy; | |
intrinsicInverse[5] = -cy / fy; | |
intrinsicInverse[6] = 0.0; | |
intrinsicInverse[7] = 0.0; | |
intrinsicInverse[8] = 1.0; | |
} |
yeah it is just simple matrix multiplication.
the latest source and all methods available at my google code: http://code.google.com/p/in-spirit/
Hi,can i compute homography using rotation and translation?
Hi, do you know how to decompose the homography matrix to get the surface normal ? Thanks
Hi, I don't understand principle about the code. Is there any document for the code.
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Hi,
I don't get your multMat operation (I don't know ActionScript), is it:
R = U * vT
or something else?
Thanks