Transforms¶
Convention¶
Major¶
We always assume column-major matrix. This is equivalent to the following:
We use a column vector to represent a single 3D point during transformation.
We perform right/post multiplication with a column vector to transform the point, i.e.
p = M @ p
.
Pose vs Extrinsic¶
Camera pose is the camera-to-world transformation while extrinsic is the world-to-camera transformation.
3D Coordinate¶
z y
/ |
/ |
o ---------- x (u) |
| o ---------- x
| /
| /
y (v) z
OpenCV OpenGL
2D Coordinate¶
OpenCV Matrix
o ---------- u o ----------- y (j)
| |
| |
| |
v x (i)