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In my situation, I sample camera positions on the surface of a unit sphere which is centered at the world origin. Sample cameras are distributed along x-axis and looking at the world origin. Object/scene are supposed to be around the world origin. Then, with these camera positions, I use look-at rule to to calculate camera2world transform matrices. My question is that will this camera setting be compatible with the requirements of nerf++, because I noticed that "Opencv camera coordinate system is adopted, i.e., x--->right, y--->down, z--->scene. "? Here's an example of 32 sampled camera positions in x, y, z format.
Thanks for open source this great repo!
In my situation, I sample camera positions on the surface of a unit sphere which is centered at the world origin. Sample cameras are distributed along x-axis and looking at the world origin. Object/scene are supposed to be around the world origin. Then, with these camera positions, I use look-at rule to to calculate camera2world transform matrices. My question is that will this camera setting be compatible with the requirements of nerf++, because I noticed that "Opencv camera coordinate system is adopted, i.e., x--->right, y--->down, z--->scene. "? Here's an example of 32 sampled camera positions in x, y, z format.
[[ 0. , 0. , 1. ],
[-0.011, 0. , 1. ],
[-0.016, 0. , 1. ],
[ 0.02 , 0. , 1. ],
[ 0.023, 0. , 1. ],
[ 0.025, 0. , 1. ],
[ 0.028, 0. , 1. ],
[-0.03 , 0. , 1. ],
[-0.032, 0. , 0.999],
[ 0.034, 0. , 0.999],
[-0.036, 0. , 0.999],
[ 0.038, 0. , 0.999],
[-0.039, 0. , 0.999],
[-0.041, 0. , 0.999],
[-0.042, 0. , 0.999],
[ 0.044, 0. , 0.999],
[-0.045, 0. , 0.999],
[ 0.047, 0. , 0.999],
[-0.048, 0. , 0.999],
[ 0.049, 0. , 0.999],
[ 0.051, 0. , 0.999],
[ 0.052, 0. , 0.999],
[ 0.053, 0. , 0.999],
[ 0.054, 0. , 0.999],
[-0.056, 0. , 0.998],
[ 0.057, 0. , 0.998],
[ 0.058, 0. , 0.998],
[ 0.059, 0. , 0.998],
[-0.06 , 0. , 0.998],
[-0.061, 0. , 0.998],
[ 0.062, 0. , 0.998],
[ 0.063, 0. , 0.998]]
Thank you so much!
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