If you have external parameters, you will get everything. This means that you can have Homography from external (also called CameraPose). Pose - 3x4 matrix, homography - 3x3 matrix, H , defined as
H = K*[r1, r2, t], //eqn 8.1, Hartley and Zisserman
with K being the internal matrix of the chamber, r1 and r2 being the first two columns of the rotation matrix, R ; t is a translation vector.
Then we normalize the division of everything by t3 .
What happens to r3 column, are we going to use it? No, because it is redundant, since it is a cross product of the first two columns of the pose.
Now that you have homography, project your glasses. Your 2d points are x, y. Add them z = 1, so they are now 3d. Project them as follows:
p = [xy 1]; projection = H * p; //project projnorm = projection / p(z); //normalize
Hope this helps.
Jav_Rock May 25 '12 at 7:56 a.m. 2012-05-25 07:56
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