What is the difference between the fundamental, essential and homography matrices?

Without any extra assumption on the world scene geometry, you cannot affirm that there is a projective transformation between the two views. This is only true if the scene is planar. A good reference on that topic is the book Multiple View Geometry in Computer Vision by Hartley and Zisserman. If the world scene is … Read more

Computing camera pose with homography matrix based on 4 coplanar points

If you have your Homography, you can calculate the camera pose with something like this: void cameraPoseFromHomography(const Mat& H, Mat& pose) { pose = Mat::eye(3, 4, CV_32FC1); // 3×4 matrix, the camera pose float norm1 = (float)norm(H.col(0)); float norm2 = (float)norm(H.col(1)); float tnorm = (norm1 + norm2) / 2.0f; // Normalization value Mat p1 = … Read more

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