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Place the calibrated cameras in Unity #60
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Hey Carla, If I remember it correctly you have to inverse the matrix https://docs.unity3d.com/ScriptReference/Matrix4x4-inverse.html. |
Hi Carla, Once you do that the position of the camera in Unity should match what you get in the app. Marek |
Hi Marek! Thank you for your response. I tried to compute the transformation as you suggested (x' = R (x+t)), but I haven't got the correct reconstruction. Code:
Result: The idea is to place the two cameras in Unity and then project the point clouds captured by each of them. If the cameras were well placed, the two point clouds should merge and reconstruct the whole scene. But here's the result of placing the two cameras using the previous script. Clearly there's something wrong. Thank you again! |
Hey I'm just curious, you took the pointclouds from the .ply files and then imported them into Unity right? |
Hi Christopher! No, I'm not taking the .ply files, I have the Kinects connected to Unity and getting the pointclouds in real time from there. |
Ah I see! Maybe you can take a look at this project/script here? As far as I know it works and imports the camera extrinsics from an modified version of Livescan into Unity. You don't need the modified version of Livescan though, it only saves the camera extrinsics into a slightly different format, but the values are the same as in the .calib file. |
Hey!
I am using Live Scan3D for calibrating 2 Azure Kinect and, after that, I wanted to place both cameras in Unity. To do it I extracted the rotation matrix and translation vector from the .txt files and made the necessary computations to define the rotation and translation of the camera objects from Unity (I attach the code). But the position and rotation from Unity didn’t correspond to the “reality”.
I think the problem can be that the coordinate systems of Unity and Live Scan3D are different. Any suggestion will be appreciated!
Thank you in advance!
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