source: proiecte/pmake3d/make3d_original/Make3dSingleImageStanford_version0.1/image3dstiching/useful/World2LocalCoord.m @ 86

Last change on this file since 86 was 37, checked in by (none), 15 years ago

Added original make3d

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1% *  This code was used in the following articles:
2% *  [1] Learning 3-D Scene Structure from a Single Still Image,
3% *      Ashutosh Saxena, Min Sun, Andrew Y. Ng,
4% *      In ICCV workshop on 3D Representation for Recognition (3dRR-07), 2007.
5% *      (best paper)
6% *  [2] 3-D Reconstruction from Sparse Views using Monocular Vision,
7% *      Ashutosh Saxena, Min Sun, Andrew Y. Ng,
8% *      In ICCV workshop on Virtual Representations and Modeling
9% *      of Large-scale environments (VRML), 2007.
10% *  [3] 3-D Depth Reconstruction from a Single Still Image,
11% *      Ashutosh Saxena, Sung H. Chung, Andrew Y. Ng.
12% *      International Journal of Computer Vision (IJCV), Aug 2007.
13% *  [6] Learning Depth from Single Monocular Images,
14% *      Ashutosh Saxena, Sung H. Chung, Andrew Y. Ng.
15% *      In Neural Information Processing Systems (NIPS) 18, 2005.
16% *
17% *  These articles are available at:
18% *  http://make3d.stanford.edu/publications
19% *
20% *  We request that you cite the papers [1], [3] and [6] in any of
21% *  your reports that uses this code.
22% *  Further, if you use the code in image3dstiching/ (multiple image version),
23% *  then please cite [2].
24% * 
25% *  If you use the code in third_party/, then PLEASE CITE and follow the
26% *  LICENSE OF THE CORRESPONDING THIRD PARTY CODE.
27% *
28% *  Finally, this code is for non-commercial use only.  For further
29% *  information and to obtain a copy of the license, see
30% *
31% *  http://make3d.stanford.edu/publications/code
32% *
33% *  Also, the software distributed under the License is distributed on an
34% * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
35% *  express or implied.   See the License for the specific language governing
36% *  permissions and limitations under the License.
37% *
38% */
39function [X]=World2LocalCoord(defaultPara, Xw, Geo, Rotation);
40
41% This function convert the position from World Cartesian coordinate
42% to Local coordinate
43
44% First step: to Local coordinate which axis align with north/south and east/west
45% Notice: (in world Coordinate) Z axis is not directly as a circle to the
46% Latitude, so we can not simple correct the Lantitude by rotating the
47% angle of the Lantitude
48
49% 1) Longitude correction
50Rw2L1 = Build3DRotationM( 0, 0, -Geo.Longitude, {'x','z','y'}, true);
51X1 = Rw2L1*Xw;
52% 2) Effective Latitude correction
53% Theta_y = atan(X1(3)/X1(1));
54% Rw2L2 = Build3DRotationM( 0, Theta_y, 0, {'x','z','y'}, false);
55Rw2L2 = Build3DRotationM( 0, Geo.Latitude, 0, {'x','z','y'}, true);
56X2 = Rw2L2*X1;
57
58% Second step: to specified camera coordinate
59% ,which align with camera primal axis
60% 5/25 used the full pitch yaw roll info, R = R_roll*R_pitch*R_yaw
61% http://www.microstrain.com/pdf/Orientation%20Conversion%20formulas.pdf
62RL2Ca = Build3DRotationM( Rotation(2), -Rotation(1), -Rotation(3), {'x','y','z'}, true);
63X = RL2Ca*X2;
64
65return;
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