![]() I'm having trouble with the rotation, so I'd really appreciate some help in that department. A three dimensional Cartesian coordinate system, with origin O and axis lines X, Y and Z, oriented as shown by the arrows. If you think about the set up I mentioned, where the origin is the user, the y axis points towards the monitor and the x axis goes towards the right, I found the following to be the transformation required: I'm a relatively experienced engineer but as you can tell, my math is rusty. To set up the matrix, you also need to know the distance between the laptop camera and the "new origin" at the top of the monitor. If you want to proceed down this path and need further clarifications from, let me know. What does x and y axis mean in math Wiki User. I know this is not the simple answer you wanted. In a Cartesian grid, the x-axis is the horizontal axis, and the y-axis is the vertical axis. I’ve added the option to ask the user where the camera is positioned, but I need help with finding a plane rotation that will solve the issue above. The X,Y equations listed are for CW rotations. One particular problem I’m struggling with is the size of the avatar - when the camera is to the right and the user moves left, the avatar becomes smaller since the face is moving away from the camera, but this shouldn’t be the case. The cw and ccw is backwards in the rotation, ccw is negative and cw is positive. I’m hoping that with this rotation, when he moves closer to the screen he’s facing, the avatar will become bigger, mimicking his exact movements, despite the fact that the camera is to his right. We can assume that the camera sits 45 degrees to the right of my friend. ![]() In the example above, for a 180 rotation, the formula is: Rotation 180 around the origin: T(x, y) (-x, -y) This type of transformation is often called coordinate geometry because of its connection back to the coordinate plane. Simply combine the values of either the x or the y-axis with the translation notation, and the coordinate points of the image are shown. This makes sense but I was wondering, from a mathematical point of view, given a set of (x, y) coordinates for the user’s nose, eyes and ears, how could I possibly rotate this set of coordinates around the y axis. Some geometry lessons will connect back to algebra by describing the formula causing the translation. Hence, when he moves closer to the bigger monitor, the avatar shows him moving left, since the camera is to his right. One of my friends has a large monitor in front of him and then the laptop sits to his right. The perpendicular distance of p(x,y) from Xaxis and Yaxis is ‘y’ and ‘x’ respectively. ‘O ’ is known as origin whose coordinate is (0,0). when the user’s face gets closer to the camera, the avatar gets bigger since the user’s face is closer to the camera when the user moves right, the avatar moves right too). A point p(x,y) is represented in the X-Y plane, where x and y are the coordinates of the point, as shown below. I’m using Machine Learning to recognize the user’s face and then have an avatar on the screen mimic the user’s movement (i.e. I’m building a small web-based game that uses the computer’s built-in or attached camera. ![]()
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