Yep, I found those values using the getfieldofview method at runtime.
AFAIK they are hardcoded.
-Ixs
On Feb 13, 10:25 am, Eddie Cohen <Eddie.Co...@PrimeSense.com> wrote:
> No. The FOV is determined by the hardware.
>
> From:
openn...@googlegroups.com [mailto:
openn...@googlegroups.com] On Behalf Of Jacob Fenwick
> Sent: Sunday, February 13, 2011 20:24
> To:
openn...@googlegroups.com
> Subject: Re: [OpenNI-dev] Re: performance issues for ConvertProjectiveToRealWorld issues on Mac OS X
>
> Yes but can you change it?
>
> Jacob
> On Sun, Feb 13, 2011 at 1:17 PM, Eddie Cohen <
Eddie.Co...@primesense.com<mailto:
Eddie.Co...@primesense.com>> wrote:
> FOV can be retrieved at run-time. See DepthGenerator.GetFieldOfView().
>
> Eddie.
>
>
>
> -----Original Message-----
> From:
openn...@googlegroups.com<mailto:
openn...@googlegroups.com> [mailto:
openn...@googlegroups.com<mailto:
openn...@googlegroups.com>] On Behalf Of Dan
> Sent: Friday, February 11, 2011 16:07
> To: OpenNI
> Subject: [OpenNI-dev] Re: performance issues for ConvertProjectiveToRealWorld issues on Mac OS X
>
> Thanks for the find Ixstala. Very much appreciated.
>
> Is that FOV hard-coded or dervied at runtime from some variable? I'd
> love to write a generic version that would work for any future cameras
> and forget about this.
>
> dba
>
> On Feb 10, 6:21 pm, Jinhan Lee <
jinhan.le...@gmail.com<mailto:
jinhan.le...@gmail.com>> wrote:
> > Hi Ixstala,
>
> > I am using PrimeSense Dev Kit. Could the FovH and FovV you found be
> > used for PSDevKit too?
> > Also, could you tell us in which file those values are defined?
>
> > Jinhan
>
> > On Thu, Feb 10, 2011 at 6:02 PM, Ixstala <
bdellon9...@gmail.com<mailto:
bdellon9...@gmail.com>> wrote:
> > > Also, if you want to use my method above with the RGB information
> > > overlaid make sure you have AltViewPointCapability of the depth
> > > generator set to the image generator so that the depth image is mapped
> > > onto the RGB image's perspective correctly.
>
> > > On Feb 10, 2:59 pm, Ixstala <
bdellon9...@gmail.com<mailto:
bdellon9...@gmail.com>> wrote:
> > >> You can actually compute this trasnform yourself without OpenNI!
>
> > >> After some digging in the API I found the field of view for the depth
> > >> camera:
>
> > >> FovH=1.0144686707507438 (rad)
> > >> FovV=0.78980943449644714 (rad)
>
> > >> From there you can find the real world coordinates from the depth
> > >> cloud like so:
>
> > >> X_rw=(X_proj/Xres-.5)*Z*XtoZ
> > >> Y_rw=(0.5-Y_proj/Yres)*Z*YtoZ,
> > >> Z_rw=Z
>
> > >> where XtoZ=tan(FovH/2)*2, and YtoZ=tan(FovV/2)*2, and Z is the value
> > >> given by the depth map at each pixel.
>
> > >> I do this for my point cloud generation and it's super fast, no
> > >> bothering with the DLL at all.
>
> > >> On Feb 8, 12:58 pm, Dan <
amer...@activate3d.com<mailto:
amer...@activate3d.com>> wrote:
>
> > >> > We've seen significant slowness when invoking that function repeatedly
> > >> > on PC as well. I'd suggest batching points as much as possible. Our
> > >> > guess is that there's overhead in the function call as it goes out to
> > >> > the DLL and error checks.
>
> > >> > A version of that function as an inline would be really nice, or
> > >> > perhaps something along the lines of GetProjectiveToRealWorldMatrix.
> > >> > There's probably need to be special code to handle
> > >> > XN_DEPTH_MAP_NO_DEPTH_VALUE, but I'd wager that inline SSE math code
> > >> > with a branch around it would be much faster than calling out to the
> > >> > DLLs every time.
>
> > >> > dba
>
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