Camera matrix (3x4) is an element of projective space
A consequence of this relation is that also C can be seen as an element of a pro
jective space; two camera matrices are equivalent if they are equal up to a scal ar multiplication.
3 reasons for homogenous coordinates:
1. Projective space: all equivalent up to a scale factor, since a given point co uld be at any depth along the ray from the point to the camera center 2. Allows you to use linear algebra for non-linear stuff: in linear algebra, you can't represent dividing by Z. But in homogenous coordinates, you can multiply/ divide by any nonzero Z and the result is the same 3. You can represent points at infinity by (x,y,z=0), since dividing all coordin ates by last coordinate (z) tells you they are at infinity.
One method of how to determine Camera matrix, P (3x4):
PC = 0, i.e. the camera matrix acting on the camera center maps to 0 (the null s pace). So use SVD: C is the vector corresponding to the smallest singular value. Next, use the fact that the 3x3 internal calibtration matrix, M, is non-singular and is the upper triangular matrix K multiplied by a rotation matrix R, which i s an orthogonal matrix since it is a rotation matrix. So use RQ factorizxtion (like QR factorization but reversed) to separate out R a nd K.
intrinsic camera transformation occurs post-projection. One notable result of th
is is that intrinsic parameters cannot affect visibility occluded objects cannot b e revealed by simple 2D transformations in image space.
Calculating Fundamental Matrix:
use x'^T F x = 0 split into 9 equations but the solution is homogenous (0 vector on right), so one of the degrees of fre edom is arbitrary: all results within a scale factor are the same So choose one of the paramters and arbitrarily set = 1 So do normalized 8 point algorithm