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Publishing to gh-pages (publish.sh)
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MohamedKari committed Jun 22, 2024
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Expand Up @@ -93,7 +93,7 @@ <h1 id="table-of-contents">Table of Contents</h1>
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<li><a href="#table-of-contents">Table of Contents</a></li>
<li><a href="#step-1-understanding-coordinate-frame-conventions-of-the-above-mentioned-48-possible-conventions-there-are-some-conventions-that-are-used-quite-frequently">Step 1: Understanding coordinate frame conventions Of the above-mentioned 48 possible conventions, there are some conventions that are used quite frequently.</a></li>
<li><a href="#step-1-understanding-coordinate-frame-conventions">Step 1: Understanding coordinate frame conventions</a></li>
<li><a href="#step-2-understanding-camera-transforms">Step 2: Understanding camera transforms</a>
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<li><a href="#2a-starting-with-a-world-aligned-camera">2a: Starting with a world-aligned camera</a></li>
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<p>This post serves as my personal primer whenever I start a new cross-convention 3D project (e.g., capturing poses with sensors in one convention and processing them in a 3D engine with a different convention).
As a refresher, it&rsquo;s also always good to take a look at the lecture series on computer graphics by <a href="https://www.youtube.com/playlist?list=PL_w_qWAQZtAZhtzPI5pkAtcUVgmzdAP8g">Prof. Kenneth Joy</a>.</p>
<h1 id="step-1-understanding-coordinate-frame-conventions-of-the-above-mentioned-48-possible-conventions-there-are-some-conventions-that-are-used-quite-frequently">Step 1: Understanding coordinate frame conventions Of the above-mentioned 48 possible conventions, there are some conventions that are used quite frequently.</h1>
<p>In computer graphics, our <em>2D plane</em> of interest is the image, thus the plane axes are denominated with x and y, while z refers to depth (hence z-fighting, z-buffering, etc.) and thus is assigned the forward or backward direction.
<h1 id="step-1-understanding-coordinate-frame-conventions">Step 1: Understanding coordinate frame conventions</h1>
<p>Of the above-mentioned 48 possible conventions, there are some conventions that are used quite frequently.
In computer graphics, our <em>2D plane</em> of interest is the image, thus the plane axes are denominated with x and y, while z refers to depth (hence z-fighting, z-buffering, etc.) and thus is assigned the forward or backward direction.
In navigation (and thus aviation), our <em>2D plane</em> of interest is the earth&rsquo;s surface, as we often think about navigating 2D maps, and thus x and y refer to forward/backward and left/right, whereas z refers to the up/down direction.
I have encountered the following conventions in the past years, maintaining the below table as a quick cheat sheet.</p>
<table>
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