Table of Contents

ToDo

optical :

ToDo:

Reference

CAMERA

// axis conventions & conversions
//     +y      //     -y      //    +y?         //
//      |_ +x  //      |_ +x  //      |_ +x     //
//  +z / (lh)  //  -z / (rh)  //  -z /          //
// gl-vrml-d3d //  vision     //  TODO: 3ds...  //
Viewpoint { # vrml
eventIn      SFBool     set_bind
exposedField SFFloat    fieldOfView    0.785398  # (0,)
exposedField SFBool     jump           TRUE
exposedField SFRotation orientation    0 0 1 0   # [[-1,1]],(-,)
exposedField SFVec3f    position       0 0 10    # (-,)
field        SFString   description    ""
eventOut     SFTime     bindTime
eventOut     SFBool     isBound
}

http://www.web3d.org/x3d/specifications/vrml/ISO_IEC_14772-All/part1/nodesRef.html#Viewpoint

void gluPerspective(GLdouble fovY, GLdouble aspect, GLdouble zNear, GLdouble zFar);  # openGL
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far);

You can convert : left = - fw , right = + fw , bottom = - fh , top = + fh

fH = tan( fovY / 180 * pi ) * zNear / 2;
fW = fH * aspect;
fH * 2 / zNear = tan ( fovy / 180*PI )
fovy = atan ( fh * 2 / zNear ) * 180 / PI

SOFTWARE

OCR:

sudo apt-get install tesseract-ocr-fra tesseract-ocr-por yagf

HARDWARE

MISC

MorE

@TaG: CamerA Image 3D Programming Maths Graphics VRML Illusion Sense See Brain OpenCV

www.ilusa.com_gallery_illusion.jpg

www.hxa7241.org_images_content_p2jensenbox.jpg

mamot.fr_system_cache_media_attachments_files_109_597_788_079_591_362_original_8456e037c6a429b9.jpg