Hi Benedikt,

I don't have time to look at this right now, but off the top of my head
the sign difference that you noticed may be because I grabbed this from
a reverse projection that I did (the projection was bounced off some
mirrors to a back projection which in turn was viewed by looking into
another mirror). So if everything was flipped when you tried this, that
was probably the reason why.

-K

On Wed, 6 Apr 2011, benedikt naessens wrote:


Keith Parkins wrote:
After looking at this again, I am unclear as to whether you have built
the projection matrix from the intrinsic parameters. I was assuming that
you had made it by hand. To do that you would do something like this:

//-----------------------------------------------------------------------------//
// The _intrinsic variable holds the five values for the intrinsic
// matrix. The intrinsic * our pixel transform to get the projections
// matrix. The intrinsic values (itr[]) are given as five doubles
// such that:
//
//    | itr[0] itr[1] itr[2]  |
//    |   0    itr[3] itr[4]  |
//    |   0      0      0     |
//
//    | alpha_u gamma u_0  |
//    |   0    alpha_v v_0 |
//    |   0      0      0  |
//
//-----------------------------------------------------------------------------//

void
-Camera::calcProjection() {
double alpha_u, alpha_v;

// calc alphas
alpha_u = _intrinsic[0];
double cot_theta = - _intrinsic[1]/_intrinsic[0];
double sin_theta = sqrt(1/(1+cot_theta*cot_theta));
alpha_v = _intrinsic[3] * sin_theta;

double skew = _intrinsic[1];

double u0, v0;
u0 = _intrinsic[2]; v0 = _intrinsic[4];

double left = -u0 / alpha_u * _near;
double bottom = (_screen_height-v0) / alpha_v * _near;
double right = (_screen_width - u0) / alpha_u * _near;
double top = -v0 / alpha_v * _near;

_projection[0] = 2 * _near / (right - left);
_projection[4] = 2 * _near * skew / ((right - left) * alpha_u);
_projection[5] = 2 * _near / (top - bottom);
_projection[8] = -(right + left)/(right - left);
_projection[9] = -(top + bottom)/(top - bottom);
_projection[10] = (_far + _near) / (_far - _near);
_projection[11] = 1;
_projection[14] = -2 * _far * _near/(_far-_near);

|}


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Post generated by Mail2Forum[/quote]

There seems to be a mismatch between the projection matrix generated by e.g. 
makePerspective and the projection matrix elements you suggest here.

When I do the comparison between the two, it seems that:
_projection[5], _projection[8], _projection[9] and _projection[11] have 
opposite signs.

I'm also a bit surprised that the projection matrix generated by OSG 
(makePerspective) has -1 instead of 1 for _projection[11]. Maybe that has 
something to do with the inversion of the Y axis (0,0 in the bottom left 
instead of the top left) ?

Can you give me a suggestion why these differences exist ?

Thanks !
Benedikt.

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Keith Parkins                    U of R Center for Visual Science
[email protected]       Meliora Hall, Room 253
office: (585) 275-2460           lab: (585) 275-2230
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