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Jul 24th, 2019
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  1. | x_screen | = I * | x_world |
  2. | y_screen | | y_world |
  3. | 1 | | z_world |
  4. | 1 |
  5.  
  6. I = | f_x 0 c_x 0 |
  7. | 0 f_y c_y 0 |
  8. | 0 0 1 0 |
  9.  
  10. x_screen = (x_world/z_world)*f_x + c_x
  11. y_screen = (y_world/z_world)*f_y + c_y
  12.  
  13. x_world = (x_screen - c_x) * z_world / f_x
  14. y_world = (y_screen - c_y) * z_world / f_y
  15.  
  16. std::vector<cv::Point3f> objectCorners;
  17.  
  18. for (int i=0; i<noOfCornersInHeight; i++)
  19. {
  20. for (int j=0; j<noOfCornersInWidth; j++)
  21. {
  22. objectCorners.push_back(cv::Point3f(float(i*squareSize),float(j*squareSize), 0.0f));
  23. }
  24. }
  25.  
  26. (0 ,0,0) (0 ,100,0) (0 ,200,0) (0 ,300,0)
  27. (100,0,0) (100,100,0) (100,200,0) (100,300,0)
  28. (200,0,0) (200,100,0) (200,200,0) (200,300,0)
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