2D to 3D Projection with given Z in world












2















I'm sorry if it has been ask before but I couldn't find the proper answer to my question.



For a better understanding, let me briefly explain the context of my problem



Context



I have two images (A and B) with non planar object on it. I would like to be able to take the coordinate of a pixel pA from A and project it into B. Since my scene is not planar, I can't use homography. What I want to do is first project my pixel pA into the 3D world and then project the result into the image B to get pB.
pA (2D) -> pWorld (3D) -> pB (2D).
Fortunately, I know the coordinate z of pworld. My question concerns the first step pA (2D) -> pWorld (3D).



Question



How to project my 2D point pA (u,v) into the world (pWorld=(X,Y,Z)), Z being given?
I also have the extrinsic matrix Rt (3x4) and the intrinsic matrix K (3x3) of my camera.



What I tried



I know that :
s*(u v 1)' = K * Rt * (X Y Z)' [1]



s is the scale.
But I would like to have the opposite process, Z being given. Something like:



(X Y) = SOMETHING * (u v)



I can rewrite [1] to get
s*(u v 1/s 1/s)' = G * (X Y Z 1)'



with G = (l1 l2 l3 l4) (l means line)



l1 = first line of (K*Rt)



l2 = second line of (K*Rt)



l3 = 0 0 1/Z 0



l4 = 0 0 0 1



G is invertible and I can then have
(X Y Z 1)' = inv(G) * (us vs 1 1)'



But I can't use that since I don't know the scale. I think I'm a bit confused concerning this scale thing. I know usually we normalized to get rid of it but here, I can't.



Maybe that's not the good way to proceed. If someone can explain me the good way, I would be really glad to hear about it.



Thank you in advance.










share|improve this question

























  • it can help you : stackoverflow.com/questions/12007775/…

    – user2502117
    Nov 20 '18 at 16:02











  • Thanks for your answer. I did check that. It is a simpler case than mine since my 3D world coordinate system is different from my 3D camera coordinate system. (s != z). I found a solution inspired by that kind of computation but it is damn ugly.

    – geko
    Nov 21 '18 at 8:20
















2















I'm sorry if it has been ask before but I couldn't find the proper answer to my question.



For a better understanding, let me briefly explain the context of my problem



Context



I have two images (A and B) with non planar object on it. I would like to be able to take the coordinate of a pixel pA from A and project it into B. Since my scene is not planar, I can't use homography. What I want to do is first project my pixel pA into the 3D world and then project the result into the image B to get pB.
pA (2D) -> pWorld (3D) -> pB (2D).
Fortunately, I know the coordinate z of pworld. My question concerns the first step pA (2D) -> pWorld (3D).



Question



How to project my 2D point pA (u,v) into the world (pWorld=(X,Y,Z)), Z being given?
I also have the extrinsic matrix Rt (3x4) and the intrinsic matrix K (3x3) of my camera.



What I tried



I know that :
s*(u v 1)' = K * Rt * (X Y Z)' [1]



s is the scale.
But I would like to have the opposite process, Z being given. Something like:



(X Y) = SOMETHING * (u v)



I can rewrite [1] to get
s*(u v 1/s 1/s)' = G * (X Y Z 1)'



with G = (l1 l2 l3 l4) (l means line)



l1 = first line of (K*Rt)



l2 = second line of (K*Rt)



l3 = 0 0 1/Z 0



l4 = 0 0 0 1



G is invertible and I can then have
(X Y Z 1)' = inv(G) * (us vs 1 1)'



But I can't use that since I don't know the scale. I think I'm a bit confused concerning this scale thing. I know usually we normalized to get rid of it but here, I can't.



Maybe that's not the good way to proceed. If someone can explain me the good way, I would be really glad to hear about it.



Thank you in advance.










share|improve this question

























  • it can help you : stackoverflow.com/questions/12007775/…

    – user2502117
    Nov 20 '18 at 16:02











  • Thanks for your answer. I did check that. It is a simpler case than mine since my 3D world coordinate system is different from my 3D camera coordinate system. (s != z). I found a solution inspired by that kind of computation but it is damn ugly.

    – geko
    Nov 21 '18 at 8:20














2












2








2


1






I'm sorry if it has been ask before but I couldn't find the proper answer to my question.



For a better understanding, let me briefly explain the context of my problem



Context



I have two images (A and B) with non planar object on it. I would like to be able to take the coordinate of a pixel pA from A and project it into B. Since my scene is not planar, I can't use homography. What I want to do is first project my pixel pA into the 3D world and then project the result into the image B to get pB.
pA (2D) -> pWorld (3D) -> pB (2D).
Fortunately, I know the coordinate z of pworld. My question concerns the first step pA (2D) -> pWorld (3D).



Question



How to project my 2D point pA (u,v) into the world (pWorld=(X,Y,Z)), Z being given?
I also have the extrinsic matrix Rt (3x4) and the intrinsic matrix K (3x3) of my camera.



What I tried



I know that :
s*(u v 1)' = K * Rt * (X Y Z)' [1]



s is the scale.
But I would like to have the opposite process, Z being given. Something like:



(X Y) = SOMETHING * (u v)



I can rewrite [1] to get
s*(u v 1/s 1/s)' = G * (X Y Z 1)'



with G = (l1 l2 l3 l4) (l means line)



l1 = first line of (K*Rt)



l2 = second line of (K*Rt)



l3 = 0 0 1/Z 0



l4 = 0 0 0 1



G is invertible and I can then have
(X Y Z 1)' = inv(G) * (us vs 1 1)'



But I can't use that since I don't know the scale. I think I'm a bit confused concerning this scale thing. I know usually we normalized to get rid of it but here, I can't.



Maybe that's not the good way to proceed. If someone can explain me the good way, I would be really glad to hear about it.



Thank you in advance.










share|improve this question
















I'm sorry if it has been ask before but I couldn't find the proper answer to my question.



For a better understanding, let me briefly explain the context of my problem



Context



I have two images (A and B) with non planar object on it. I would like to be able to take the coordinate of a pixel pA from A and project it into B. Since my scene is not planar, I can't use homography. What I want to do is first project my pixel pA into the 3D world and then project the result into the image B to get pB.
pA (2D) -> pWorld (3D) -> pB (2D).
Fortunately, I know the coordinate z of pworld. My question concerns the first step pA (2D) -> pWorld (3D).



Question



How to project my 2D point pA (u,v) into the world (pWorld=(X,Y,Z)), Z being given?
I also have the extrinsic matrix Rt (3x4) and the intrinsic matrix K (3x3) of my camera.



What I tried



I know that :
s*(u v 1)' = K * Rt * (X Y Z)' [1]



s is the scale.
But I would like to have the opposite process, Z being given. Something like:



(X Y) = SOMETHING * (u v)



I can rewrite [1] to get
s*(u v 1/s 1/s)' = G * (X Y Z 1)'



with G = (l1 l2 l3 l4) (l means line)



l1 = first line of (K*Rt)



l2 = second line of (K*Rt)



l3 = 0 0 1/Z 0



l4 = 0 0 0 1



G is invertible and I can then have
(X Y Z 1)' = inv(G) * (us vs 1 1)'



But I can't use that since I don't know the scale. I think I'm a bit confused concerning this scale thing. I know usually we normalized to get rid of it but here, I can't.



Maybe that's not the good way to proceed. If someone can explain me the good way, I would be really glad to hear about it.



Thank you in advance.







3d camera 2d projection depth






share|improve this question















share|improve this question













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share|improve this question








edited Nov 22 '18 at 2:21







geko

















asked Nov 20 '18 at 13:45









gekogeko

113




113













  • it can help you : stackoverflow.com/questions/12007775/…

    – user2502117
    Nov 20 '18 at 16:02











  • Thanks for your answer. I did check that. It is a simpler case than mine since my 3D world coordinate system is different from my 3D camera coordinate system. (s != z). I found a solution inspired by that kind of computation but it is damn ugly.

    – geko
    Nov 21 '18 at 8:20



















  • it can help you : stackoverflow.com/questions/12007775/…

    – user2502117
    Nov 20 '18 at 16:02











  • Thanks for your answer. I did check that. It is a simpler case than mine since my 3D world coordinate system is different from my 3D camera coordinate system. (s != z). I found a solution inspired by that kind of computation but it is damn ugly.

    – geko
    Nov 21 '18 at 8:20

















it can help you : stackoverflow.com/questions/12007775/…

– user2502117
Nov 20 '18 at 16:02





it can help you : stackoverflow.com/questions/12007775/…

– user2502117
Nov 20 '18 at 16:02













Thanks for your answer. I did check that. It is a simpler case than mine since my 3D world coordinate system is different from my 3D camera coordinate system. (s != z). I found a solution inspired by that kind of computation but it is damn ugly.

– geko
Nov 21 '18 at 8:20





Thanks for your answer. I did check that. It is a simpler case than mine since my 3D world coordinate system is different from my 3D camera coordinate system. (s != z). I found a solution inspired by that kind of computation but it is damn ugly.

– geko
Nov 21 '18 at 8:20












1 Answer
1






active

oldest

votes


















0














I found a solution but it is damn ugly.



Let's consider the 3x4 matrix M:



M = K*Rt = (mij) 1<i<3, 1<j<4


For simplification, let's also consider the coefficients A and B:



A = (m12-m32*u)/(m22-m32v)
B = (m31*u-m11)/(m31*v-m21)


The notation explained, let's move on to the system.
As I said, the system is:



s*(u v 1)' = M*(X Y Z 1)'


We have 3 equations and 3 unknowns : s, X and Y.
We can notice that:



s = m31*X + m32*Y + m33*Z + m34


Note that if you want to project into the camera coordinates system and not in the world coordinates system (similar to a case where there is no rotation and translation), you have s = Z which is a way easier system to solve (example here To calculate world coordinates from screen coordinates with OpenCV)



With this in mind, we can reduce the original system into a system of 2 equations with 2 unknowns (X and Y):



Then, after some calculations, we finally get:



X = [Z*((m23-M33*v)*A-m13+m33*u) + (m24-m34*v)*A-m14+m34*u ] / [A*(m31*v-m21)-m31*u+m11]

Y = [Z*((m13-m33*u)-B*(m23-m33*v)) + m14-m34*u-B*(m24-m34*v)] / [B*(m22-m32*v)-m12+m32*u]


It is the expression of X and Y in function of u, v and Z.
I tested that with my project and it was working.



Don't know if there is a cleaner way to compute that (with Matrix and stuff), but that's all I could come up with for now.






share|improve this answer























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    1 Answer
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    1 Answer
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    active

    oldest

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    oldest

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    active

    oldest

    votes









    0














    I found a solution but it is damn ugly.



    Let's consider the 3x4 matrix M:



    M = K*Rt = (mij) 1<i<3, 1<j<4


    For simplification, let's also consider the coefficients A and B:



    A = (m12-m32*u)/(m22-m32v)
    B = (m31*u-m11)/(m31*v-m21)


    The notation explained, let's move on to the system.
    As I said, the system is:



    s*(u v 1)' = M*(X Y Z 1)'


    We have 3 equations and 3 unknowns : s, X and Y.
    We can notice that:



    s = m31*X + m32*Y + m33*Z + m34


    Note that if you want to project into the camera coordinates system and not in the world coordinates system (similar to a case where there is no rotation and translation), you have s = Z which is a way easier system to solve (example here To calculate world coordinates from screen coordinates with OpenCV)



    With this in mind, we can reduce the original system into a system of 2 equations with 2 unknowns (X and Y):



    Then, after some calculations, we finally get:



    X = [Z*((m23-M33*v)*A-m13+m33*u) + (m24-m34*v)*A-m14+m34*u ] / [A*(m31*v-m21)-m31*u+m11]

    Y = [Z*((m13-m33*u)-B*(m23-m33*v)) + m14-m34*u-B*(m24-m34*v)] / [B*(m22-m32*v)-m12+m32*u]


    It is the expression of X and Y in function of u, v and Z.
    I tested that with my project and it was working.



    Don't know if there is a cleaner way to compute that (with Matrix and stuff), but that's all I could come up with for now.






    share|improve this answer




























      0














      I found a solution but it is damn ugly.



      Let's consider the 3x4 matrix M:



      M = K*Rt = (mij) 1<i<3, 1<j<4


      For simplification, let's also consider the coefficients A and B:



      A = (m12-m32*u)/(m22-m32v)
      B = (m31*u-m11)/(m31*v-m21)


      The notation explained, let's move on to the system.
      As I said, the system is:



      s*(u v 1)' = M*(X Y Z 1)'


      We have 3 equations and 3 unknowns : s, X and Y.
      We can notice that:



      s = m31*X + m32*Y + m33*Z + m34


      Note that if you want to project into the camera coordinates system and not in the world coordinates system (similar to a case where there is no rotation and translation), you have s = Z which is a way easier system to solve (example here To calculate world coordinates from screen coordinates with OpenCV)



      With this in mind, we can reduce the original system into a system of 2 equations with 2 unknowns (X and Y):



      Then, after some calculations, we finally get:



      X = [Z*((m23-M33*v)*A-m13+m33*u) + (m24-m34*v)*A-m14+m34*u ] / [A*(m31*v-m21)-m31*u+m11]

      Y = [Z*((m13-m33*u)-B*(m23-m33*v)) + m14-m34*u-B*(m24-m34*v)] / [B*(m22-m32*v)-m12+m32*u]


      It is the expression of X and Y in function of u, v and Z.
      I tested that with my project and it was working.



      Don't know if there is a cleaner way to compute that (with Matrix and stuff), but that's all I could come up with for now.






      share|improve this answer


























        0












        0








        0







        I found a solution but it is damn ugly.



        Let's consider the 3x4 matrix M:



        M = K*Rt = (mij) 1<i<3, 1<j<4


        For simplification, let's also consider the coefficients A and B:



        A = (m12-m32*u)/(m22-m32v)
        B = (m31*u-m11)/(m31*v-m21)


        The notation explained, let's move on to the system.
        As I said, the system is:



        s*(u v 1)' = M*(X Y Z 1)'


        We have 3 equations and 3 unknowns : s, X and Y.
        We can notice that:



        s = m31*X + m32*Y + m33*Z + m34


        Note that if you want to project into the camera coordinates system and not in the world coordinates system (similar to a case where there is no rotation and translation), you have s = Z which is a way easier system to solve (example here To calculate world coordinates from screen coordinates with OpenCV)



        With this in mind, we can reduce the original system into a system of 2 equations with 2 unknowns (X and Y):



        Then, after some calculations, we finally get:



        X = [Z*((m23-M33*v)*A-m13+m33*u) + (m24-m34*v)*A-m14+m34*u ] / [A*(m31*v-m21)-m31*u+m11]

        Y = [Z*((m13-m33*u)-B*(m23-m33*v)) + m14-m34*u-B*(m24-m34*v)] / [B*(m22-m32*v)-m12+m32*u]


        It is the expression of X and Y in function of u, v and Z.
        I tested that with my project and it was working.



        Don't know if there is a cleaner way to compute that (with Matrix and stuff), but that's all I could come up with for now.






        share|improve this answer













        I found a solution but it is damn ugly.



        Let's consider the 3x4 matrix M:



        M = K*Rt = (mij) 1<i<3, 1<j<4


        For simplification, let's also consider the coefficients A and B:



        A = (m12-m32*u)/(m22-m32v)
        B = (m31*u-m11)/(m31*v-m21)


        The notation explained, let's move on to the system.
        As I said, the system is:



        s*(u v 1)' = M*(X Y Z 1)'


        We have 3 equations and 3 unknowns : s, X and Y.
        We can notice that:



        s = m31*X + m32*Y + m33*Z + m34


        Note that if you want to project into the camera coordinates system and not in the world coordinates system (similar to a case where there is no rotation and translation), you have s = Z which is a way easier system to solve (example here To calculate world coordinates from screen coordinates with OpenCV)



        With this in mind, we can reduce the original system into a system of 2 equations with 2 unknowns (X and Y):



        Then, after some calculations, we finally get:



        X = [Z*((m23-M33*v)*A-m13+m33*u) + (m24-m34*v)*A-m14+m34*u ] / [A*(m31*v-m21)-m31*u+m11]

        Y = [Z*((m13-m33*u)-B*(m23-m33*v)) + m14-m34*u-B*(m24-m34*v)] / [B*(m22-m32*v)-m12+m32*u]


        It is the expression of X and Y in function of u, v and Z.
        I tested that with my project and it was working.



        Don't know if there is a cleaner way to compute that (with Matrix and stuff), but that's all I could come up with for now.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 21 '18 at 8:16









        gekogeko

        113




        113
































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