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On dummy camera placement : Open3D vs GS renders #1105
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As shown in the figure, the camera's default z-axis is forward from the center of the camera, the x-axis is to the right and the y-axis is pointing down according to the right hand system. Normally we would set the z-axis up in world coordinates. In this way, if we set the camera rotation matrix to be a unitary matrix during rendering, the camera will be oriented towards the sky. All we need to do at the beginning is to rotate the camera's rotation matrix by |
Hi thanks for your answer, Yes I understand the coordinate system transform pretty well, I just need to flip my axes to get to a more conventional coordinate frame with my data (similar to what you explained). My question was more about how to get the transforms to propagate well in the GS code. As I said my transforms are correct with Open3D but it does not appear to work exactly like this with the addition of the projection matrices etc. So if I understand what you've done in you tool I could replace in my GS process the
Best, Hugo |
Hi,
I followed the #506 issue to get new camera placed in my scene.
However I'm encountering an issue with the placement of those cameras.
I have a pose in 3D that is following the C2W coordinate system and a rotation (to flip the axes to colmap like cameras).
So what I've done is placing the new camera pose at this C2W position and rotation like so :
When applying those operations with open3D I can see my coordinate system is indeed well positioned in space with the right axes switch to make it to the colmap format.
However with the GS process I noticed that my renders were taken with a shift in camera position.
I suspect it could come from the fact the operations are done the OpenGL way but I didn't succeed yet to find the right transform.
Thanks in advance,
Best,
Hugo
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