Blender V4.3
conditioning.h
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20
21#ifndef LIBMV_MULTIVIEW_CONDITIONNING_H_
22#define LIBMV_MULTIVIEW_CONDITIONNING_H_
23
25
26namespace libmv {
27
28// Point conditioning (non isotropic)
29void PreconditionerFromPoints(const Mat& points, Mat3* T);
30// Point conditioning (isotropic)
31void IsotropicPreconditionerFromPoints(const Mat& points, Mat3* T);
32
33void ApplyTransformationToPoints(const Mat& points,
34 const Mat3& T,
35 Mat* transformed_points);
36
37void NormalizePoints(const Mat& points, Mat* normalized_points, Mat3* T);
38
39void NormalizeIsotropicPoints(const Mat& points,
40 Mat* normalized_points,
41 Mat3* T);
42
45 // Denormalize the results. See HZ page 109.
46 static void Unnormalize(const Mat3& T1, const Mat3& T2, Mat3* H);
47};
48
51 // Denormalize the results. See HZ page 109.
52 static void Unnormalize(const Mat3& T1, const Mat3& T2, Mat3* H);
53};
54
55} // namespace libmv
56
57#endif // LIBMV_MULTIVIEW_CONDITIONNING_H_
float[3][3] Mat3
Definition gpu_matrix.cc:28
#define T2
Definition md5.cpp:19
#define T1
Definition md5.cpp:18
#define H(x, y, z)
void NormalizePoints(const Mat &points, Mat *normalized_points, Mat3 *T)
void PreconditionerFromPoints(const Mat &points, Mat3 *T)
Eigen::Matrix< double, 3, 3 > Mat3
Definition numeric.h:72
Eigen::MatrixXd Mat
Definition numeric.h:60
void NormalizeIsotropicPoints(const Mat &points, Mat *normalized_points, Mat3 *T)
void ApplyTransformationToPoints(const Mat &points, const Mat3 &T, Mat *transformed_points)
void IsotropicPreconditionerFromPoints(const Mat &points, Mat3 *T)
Use inverse for unnormalize.
static void Unnormalize(const Mat3 &T1, const Mat3 &T2, Mat3 *H)
Use transpose for unnormalize.
static void Unnormalize(const Mat3 &T1, const Mat3 &T2, Mat3 *H)