I was able to get a Homography for a WebcamTexture
on a texture and a target object.
Now, I want to change the transform of Unity's camera based on the Homography. I've found a way to get the Camera Position from Homography like this:
void cameraPoseFromHomography(const Mat& H, Mat& pose)
{
pose = Mat::eye(3, 4, CV_32FC1); // 3x4 matrix, the camera pose
float norm1 = (float)norm(H.col(0));
float norm2 = (float)norm(H.col(1));
float tnorm = (norm1 + norm2) / 2.0f; // Normalization value
Mat p1 = H.col(0); // Pointer to first column of H
Mat p2 = pose.col(0); // Pointer to first column of pose (empty)
cv::normalize(p1, p2); // Normalize the rotation, and copies the column to pose
p1 = H.col(1); // Pointer to second column of H
p2 = pose.col(1); // Pointer to second column of pose (empty)
cv::normalize(p1, p2); // Normalize the rotation and copies the column to pose
p1 = pose.col(0);
p2 = pose.col(1);
Mat p3 = p1.cross(p2); // Computes the cross-product of p1 and p2
Mat c2 = pose.col(2); // Pointer to third column of pose
p3.copyTo(c2); // Third column is the crossproduct of columns one and two
pose.col(3) = H.col(2) / tnorm; //vector t [R|t] is the last column of pose
}
Source: https://stackoverflow.com/a/10781165/4382683
Now, this is relative to the OpenCV image which has dimensions in order of hundreds. But in Unity, the Quad has LocalScale
(1,1,1)
- I don't know how to translate the pose with this.
Also, how does a Mat
of 3x4
be used a position in Unity - where position is just a Vector3
like (1,5,4)
and rotation is also a Vector3
like (90, 180, 0)
.
Any hints or a direction to follow are good enough. Thanks.