Search Results

Search found 2146 results on 86 pages for 'camera calibration'.

Page 19/86 | < Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >

  • Creating an OpenGL FPS camera: I have the position and orientation vectors, now what?

    - by Synthetix
    I have been struggling to create a first person camera in OpenGL ES 2.0 without using gluLookAt(). I grab the camera's orientation vectors (the way it's looking) from the current modelview matrix, and use that to calculate the new forward/backward (Z) translation value. I then calculate the strafe (X) value from the dot product of Z and Y (which is always 1.0). So, I have all the information I need to create a view matrix, but how do I do that without using gluLookAt? Almost all the examples I've seen use gluLookAt, but no such function exists in OpenGL ES 2.0. Besides, one of the moderators on cprogramming.com mentioned that gluLookAt is not appropriate for FPS cameras: http://cboard.cprogramming.com/game-programming/135390-how-properly-move-strafe-yaw-pitch-camera-opengl-glut-using-glulookat.html I am really confused by all the conflicting information I'm getting. I just want to create a first person camera that goes forward (W,S keys), side-to-side (A,D keys) and rotates around its center (Y axis only), Wolfenstein style. Any help on this would be much appreciated!

    Read the article

  • Understanding how to go from a scene to what's actually rendered to screen in OpenGL?

    - by Pris
    I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need the resource to clearly show how to derive and set up both orthographic and perspective projection matrices... basically I want to thoroughly understand what's going on behind the scenes and not plug in random things without knowing what they do. I've found lots of half explanations, presentation slides, walls of text, etc that aren't really doing much for me. I have a basic understanding of linear algebra/matrix transforms, and a rough idea of what's going on when you go from model space - screen, but not enough to actually implement it in code.

    Read the article

  • obtain OpenGL camera(view) matrix from openCV findhomography

    - by user1828449
    I want to build an AR application on Android by opencv and opengl. I found GL_MODELVIEW can place camera and model in world coordinates like the following link I tried to load a simple model-view matrix by gl.glLoadMatrixf(newMat, 0); and it works so I want to draw 3d model on the top of my target image if i got the four corner points of the target image because model-view matrix is needed I want to know if I can obtain the camera view matrix by opencv's findhomography

    Read the article

  • Camera pics not appearing in Gallery app

    - by Travis
    When I take pictures using android.hardware.camera and I save them to the following location /sdcard/dcim/camera/ they don't appear when I launch the gallery. Is there a process for getting them to show up in the gallery that I missed? I can see my images using a file explorer and know they have been saved.

    Read the article

  • ISSUE IN CONNECTING PRO9000 CAMERA WITH OMAP3530 [closed]

    - by Vinay krishna
    I have a video phone application running on OMAP 3530 board.The problem is when i connect the camera(pro 9000) through a powered USB hub (Inp:100to240v, OUT:5v,1A) everything works fine when I make a video call.But If i connect the camera directly to the OMAP3530 board and try to make a video call,OMAP board is not sending any video packets captured locally.And also the PIP(Picture In Picture) is disabled.

    Read the article

  • Android Load Camera image as Bitmap

    - by GuyNoir
    I am using BitmapFactory.decodeFile to load Bitmaps of images into my application. However, the function returns null on large images (such as those from the camera). The filepath is definitely correct, I just can't figure out why it would return null. I tried supersampling, but it didn't seem to help. Does anyone have any idea why it would do this or how I could more easily load images taken from the camera into a Bitmap? Thanks.

    Read the article

  • Activity gets killed while executing the camera intent

    - by BlackRider
    In my app I call the system camera to take a picture, and then handle the result in onActivityResult. You know, the usual. It used to work, but now my calling activity gets killed while I'm taking the picture. Specifically, onDestroy() is called on my activity right after I press the camera shutter. The photo does get taken & saved (I've checked that the file gets written on the SD card). After I accept the photo, instead of returning to the calling activity and invoking onActivityResult, the previous activity in the activity stack gets called. I see no exceptions in the logcat. My custom exception handler doesn't get called. If it matters, my app also includes a service that listens to GPS updates, but I unregister all the receivers in onPause(). Here's the call stack for MyCallingActivity.onDestroy(): Thread [<1> main] (Suspended (breakpoint at line 303 in NewPlaceDetailsActivity)) NewPlaceDetailsActivity.onDestroy() line: 303 ActivityThread.performDestroyActivity(IBinder, boolean, int, boolean) line: 2663 ActivityThread.handleDestroyActivity(IBinder, boolean, int, boolean) line: 2694 ActivityThread.access$2100(ActivityThread, IBinder, boolean, int, boolean) line: 117 BinderProxy(ActivityThread$H).handleMessage(Message) line: 968 ActivityThread$H(Handler).dispatchMessage(Message) line: 99 Looper.loop() line: 130 ActivityThread.main(String[]) line: 3687 Method.invokeNative(Object, Object[], Class, Class[], Class, int, boolean) line: not available [native method] Method.invoke(Object, Object...) line: 507 ZygoteInit$MethodAndArgsCaller.run() line: 842 ZygoteInit.main(String[]) line: 600 NativeStart.main(String[]) line: not available [native method] This is how I start the camera activity, in case you're wondering: protected void startCamera() { createPhotoDirsIfNeeded(); String fileName = "temp.jpg"; ContentValues values = new ContentValues(); values.put(MediaStore.Images.Media.TITLE, fileName); m_capturedImageUri = getContentResolver().insert(MediaStore.Images.Media.EXTERNAL_CONTENT_URI, values); m_photoFileName = APP_PHOTO_PATH + "/" + DateFormat.format(DATE_FORMAT, Calendar.getInstance().getTime()) + ".jpg"; File picFile = new File(m_photoFileName); if(picFile.exists()) { picFile.delete(); } // start the camera activity Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); intent.putExtra(MediaStore.EXTRA_OUTPUT, Uri.fromFile(picFile)); startActivityForResult(intent, IntentHelper.REQUEST_TAKE_PHOTO); } How can I find out why does my activity get killed, AND removed from the stack instead of being created again?

    Read the article

  • Cannot import video from a DV camcorder over FireWire

    - by qbeuek
    I have a JVC GR-D320 miniDV camcorder that has a FireWire interface. I recently upgraded to Windows 7 RTM (64 bit, fresh installation). When I connect my camcorder through FireWire, I can see it in Device Manager without any warnings or problems, but I cannot capture videos from my miniDV tapes. After connecting, AutoPlay displays "Import Video could not find a compatible digital video device. Verify that the digital video device is properly connected and turned on." When using Windows Live Photo Gallery after selecting the import option, my camera is not listed. The camera used to work perfectly on the same hardware before upgrading to Windows 7 RTM 64 bit (it used to work fine on Windows XP SP3 32 bit). Googleing revealed that people had the exact same problems in Vista, but no solution was provided. Any help?

    Read the article

  • Cannot import video from a DV camcorder over FireWire

    - by qbeuek
    I have a JVC GR-D320 miniDV camcorder that has a FireWire interface. I recently upgraded to Windows 7 RTM (64 bit, fresh installation). When I connect my camcorder through FireWire, I can see it in Device Manager without any warnings or problems, but I cannot capture videos from my miniDV tapes. After connecting, AutoPlay displays "Import Video could not find a compatible digital video device. Verify that the digital video device is properly connected and turned on." When using Windows Live Photo Gallery after selecting the import option, my camera is not listed. The camera used to work perfectly on the same hardware before upgrading to Windows 7 RTM 64 bit (it used to work fine on Windows XP SP3 32 bit). Googleing revealed that people had the exact same problems in Vista, but no solution was provided. Any help?

    Read the article

  • Windows 8 isn't detecting PS3 eye

    - by JonFriesen
    I have the PS3 Eye web cam installed with drivers from Code Laboratories, which comes with a test program. When I open the test program it shows a clear picture from the webcam. Every other program does not detect a webcam. The cam shows in my device manager and as installed correctly. My question is, is there a flag or something like that I can set that will show Windows 8 that this device is in fact a camera and is working. Here is a picture of the test program that comes loaded with the drivers and the windows 8 camera app. Thanks for the help! **Here is a pic, I can't integrated because I haven't posted enough on superuser :P http://i48.tinypic.com/6qyw6t.png

    Read the article

  • Textured Primitives in XNA with a first person camera

    - by 131nary
    So I have a XNA application set up. The camera is in first person mode, and the user can move around using the keyboard and reposition the camera target with the mouse. I have been able to load 3D models fine, and they appear on screen no problem. Whenever I try to draw any primitive (textured or not), it does not show up anywhere on the screen, no matter how I position the camera. In Initialize(), I have: quad = new Quad(Vector3.Zero, Vector3.UnitZ, Vector3.Up, 2, 2); quadVertexDecl = new VertexDeclaration(this.GraphicsDevice, VertexPositionNormalTexture.VertexElements); In LoadContent(), I have: quadTexture = Content.Load<Texture2D>(@"Textures\brickWall"); quadEffect = new BasicEffect(this.GraphicsDevice, null); quadEffect.AmbientLightColor = new Vector3(0.8f, 0.8f, 0.8f); quadEffect.LightingEnabled = true; quadEffect.World = Matrix.Identity; quadEffect.View = Matrix.CreateLookAt(cameraPosition, cameraTarget, Vector3.Up); quadEffect.Projection = this.Projection; quadEffect.TextureEnabled = true; quadEffect.Texture = quadTexture; And in Draw() I have: this.GraphicsDevice.VertexDeclaration = quadVertexDecl; quadEffect.Begin(); foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Begin(); GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalTexture>( PrimitiveType.TriangleList, quad.Vertices, 0, 4, quad.Indexes, 0, 2); pass.End(); } quadEffect.End(); I think I'm doing something wrong in the quadEffect properties, but I'm not quite sure what.

    Read the article

  • Fast, very lightweight algorithm for camera motion detection?

    - by Ertebolle
    I'm working on an augmented reality app for iPhone that involves a very processor-intensive object recognition algorithm (pushing the CPU at 100% it can get through maybe 5 frames per second), and in an effort to both save battery power and make the whole thing less "jittery" I'm trying to come up with a way to only run that object recognizer when the user is actually moving the camera around. My first thought was to simply use the iPhone's accelerometers / gyroscope, but in testing I found that very often people would move the iPhone at a consistent enough attitude and velocity that there wouldn't be any way to tell that it was still in motion. So that left the option of analyzing the actual video feed and detecting movement in that. I got OpenCV working and tried running their pyramidal Lucas-Kanade optical flow algorithm, which works well but seems to be almost as processor-intensive as my object recognizer - I can get it to an acceptable framerate if I lower the depth levels / downsample the image / track fewer points, but then accuracy suffers and it starts to miss some large movements and trigger on small hand-shaking-y ones. So my question is, is there another optical flow algorithm that's faster than Lucas-Kanade if I just want to detect the overall magnitude of camera movement? I don't need to track individual objects, I don't even need to know which direction the camera is moving, all I really need is a way to feed something two frames of video and have it tell me how far apart they are.

    Read the article

  • gluLookAt vectors and FPS-style camera

    - by Kevin Pamplona
    I am attempting to implemented an FPS-style camera by updating three vectors: EYE, DIR, UP. These vectors are the same that are used by gluLookAt (since gluLookAt is specified by the position of the camera, the direction it is looking at, and an up vector). I have already implemented the left-right and up-down strafing movements, but I'm having a lot of trouble understanding the math behind making the camera look-around while remaining stationary. In this case, the EYE vector remains the same, while I must update DIR and UP. Below is the code I tried, but it doesn't seem to work properly. Any suggestions? Thanks. void Transform::left(float degrees, vec3& dir, vec3& up) { vec3 axis; axis = glm::normalize(up); mat3 R = rotate(-degrees, axis); dir = R*dir; dir = R*up; }; void Transform::up(float degrees, vec3& dir, vec3& up) { vec3 axis; axis=glm::normalize(glm::cross(dir,up)); mat3 R = rotate(-degrees, axis); dir = R*dir-; up = R*up; };

    Read the article

  • OpenCV: Getting and Setting Camera Settings

    - by jhaip
    I have been searching around and can't find an example of how to get and set the camera capturing settings. For example the capturing resolution, fps, color balance, etc. I have only seen examples of how to change the settings when saving the captured video but I want to be able to find all the camera's capturing modes and choose which one I want. For example, I am using the PS3eye webcam and in the test program it allows you to change the settings (320x240 at 15,30,60,120 fps, 640x480 at 15,30,60,75 fps). So is there a function in OpenCV for getting all the camera's capture modes and choosing one? I remember in OpenFrameworks there was a function to change these settings but I would like to know how to do it in OpenCV. Here is the code for OpenFrameworks with OpenCV that does sort of what I want: vidGrabber.setDeviceID( 4 ); vidGrabber.setDesiredFrameRate( 30 ); //I want this vidGrabber.videoSettings(); vidGrabber.setVerbose(true); vidGrabber.initGrabber(320,240); //And this

    Read the article

  • Browse for folder can't see camera device

    - by Robert Frank
    In Delphi 2010, I want to allow users to browse and select a folder. The folder is on a device (?) created by a DSLR: The folder is visible in the Windows Explorer as shown above. And, the folder is visible in a TOpenDialog, allowing them to browse into the folder and choose a file. Unfortunately, I have been unable to get either SHBrowseForFolder (code I found on the web but don't understand) or SelectDirectory to see the camera device or folder beneath it. (Side note: IMO, SelectDirectory is a far nicer UI, since the user can see the files in the folders while browsing.) I assume this has to do with the fact that the folder is in a device (?) created by the camera software. I've seen some tricks where you call TOpenDialog to browse for folders with '*.' and then ExtractFileDir on the result, but that's not robust or, IMO, a good UI. What I'm looking for is a "Browse for folder" that can see the same devices (including the camera device) the TOpenDialog & Windows Explorer can see. (Ideally, it would have the nice appearance like the one below!) Any suggestions? Image of a MS-Word's folder browsing in Win7. (I wonder if it looks this pretty in XP.)

    Read the article

  • VLC (Server) re-stream Security Camera Feed

    - by Aaron
    I purchased a Swann Home Security DVR system and was hoping for some help on how to duplicate the streaming video on my server. In order to get their web view (streaming video in the browser) to work, I had to install the following plugins: HiDvrPlugin.dmg for mac. Hidvrocx.cab for Windows. I was originally thinking it was a sign of some form of DRM? Maybe. Maybe not. HTML wise, the following code is in the source of the safari version of the web view: <embed pluginspage="SurveilClient.dmg" width="10px" height="10px" type="application/x-scplugin" id="MacDiv" style="height: 592px; width: 720px; left: 278px; top: 61px; "> It seems to be the main display area. Using wireshark, I am able to see that the video stream is on port 9000. However, I have no idea what type of stream it is. I've tried opening it in VLC with no such luck. http://dvr_ip:9000 tcp://dvr_ip:9000 My hope was to do the following to redistribute the feed vlc dvr_ip:9000 --sout h264-version-on-localhost:3000 TLDR; Trying to re-distribute a stream from a security camera (can't tell the format) using vlc (re-distribute via h.264 / HTML5). Not sure how to accomplish this. Is it possible that the software has some type of DRM that only the plugins can decode?

    Read the article

  • Single intent to let user take picture OR pick image from gallery in Android

    - by Damian
    I'm developing an app for Android 2.1 upwards. I want to enable my users to select a profile picture within my app (I'm not using the contacts framework). The ideal solution would be to fire an intent that enables the user to select an image from the gallery, but if an appropriate image is not available then use the camera to take a picture (or vice-versa i.e. allow user to take picture but if they know they already have a suitable image already, let them drop into the gallery and pick said image). Currently I can do one or the other but not both. If I go directly into camera mode using MediaStore.ACTION_IMAGE_CAPTURE then there is no option to drop into the gallery. If I go directly to the gallery using Intent.ACTION_PICK then I can pick an image but if I click the camera button (in top right hand corner of gallery) then a new camera intent is fired. So, any picture that is taken is not returned directly to my application. (Sure you can press the back button to drop back into the gallery and select image from there but this is an extra unnecessary step and is not at all intuitive). So is there a way to combine both or am I going to have to offer a menu to do one or the other from within my application? Seems like it would be a common use case...surely I'm missing something?

    Read the article

  • Android - Take a photo, save it in app drawables and display it in an ImageButton

    - by Andres7X
    I have an Android app with an ImageButton. When user clicks on it, intent launches to show camera activity. When user capture the image, I'd like to save it in drawable folder of the app and display it in the same ImageButton clicked by the user, replacing the previous drawable image. I used the activity posted here: Capture Image from Camera and Display in Activity ...but when I capture an image, activity doesn't return to activity which contains ImageButton. Edit code is: public void manage_shop() { static final int CAMERA_REQUEST = 1888; [...] ImageView photo = (ImageView)findViewById(R.id.getimg); photo.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Intent camera = new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE); startActivityForResult(camera, CAMERA_REQUEST); } }); [...] } And onActivityResult(): protected void onActivityResult(int requestCode, int resultCode, Intent data) { ImageButton getimage = (ImageButton)findViewById(R.id.getimg); if (requestCode == CAMERA_REQUEST && resultCode == RESULT_OK) { Bitmap getphoto = (Bitmap) data.getExtras().get("data"); getimage.setImageBitmap(getphoto); } } How can I also store the captured image in drawable folder?

    Read the article

  • Dealing with AVCHD. Any free software to extract or edit AVCHD video?

    - by Kelsey
    I have a Panasonic HDC-SD5 video carmera which records in HD format to a memory card. It also came with a DVD burner which burns this format to DVD which I need a blu-ray player to view. I can get about 30 min worth of video on 1 DVD. My problem is the software that comes with the camera is not very good at all so I am constantly just using the 'backup' feature in the included burner (connect drive to camera, push backup, and it spits out up to 4 DVDs worth of HD video). Now that I have the video backed up on DVD in the HD format (blu-ray), is there any free software that I can use to edit this video and create other HD DVD's with my own menus, transitions, etc? I was considering buying Pinnacle Studio but I wanted to exaust any free options before biting the bullet. Any suggestions for software I could use or anything else I could do to make dealing with this AVCHD format any easier that I am unaware of? Edit: Sorry forgot to include that I am running Windows Vista 64-bit. Edit: Still haven't found anything that is truely free. Everything has limitations by either time, watermark the video or degrade the quality. Edit: So I still haven't found really anything, so is there some software I can use to convert the video to another format that I then could use to edit the video?

    Read the article

  • Save image to camera roll with UIImageWriteToSavedPhotosAlbum

    - by Momeks
    Hi , i try to save a photo with a button to camera roll after user capture a picture with Camera , but i dont know why my picture doesn't save at photo library !! here is my code : -(IBAction)savePhoto{ UIImageWriteToSavedPhotosAlbum(img.image,nil, nil, nil); } -(IBAction)takePic { ipc = [[UIImagePickerController alloc]init]; ipc.delegate = self; ipc.sourceType = UIImagePickerControllerSourceTypeCamera; [self presentModalViewController:ipc animated:YES]; } - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { img.image = [[info objectForKey:UIImagePickerControllerOriginalImage]retain]; [[picker parentViewController]dismissModalViewControllerAnimated:YES]; [picker release]; } ipc is UIImagePickerController and img is UIIMageView what's my problem ?

    Read the article

  • Calibrate Screen Measurements / Scaling in Mac OS X

    - by orphu
    Is there a way to adjust the scaling of items on the screen in Mac OS X so they are 1 to 1 with the real world? I.E. When I'm working with a line in illustrator that is 5 inches long, and the zoom is 100%, I'd like the actual size of the line on screen to be 5 inches. I've dug into the System Preferences but can't seem to find anything related to this. I'm using Snow Leopard on a 24" iMac

    Read the article

  • Calibrate Screen Measurements / Scaling in Mac OS X

    - by orphu
    Is there a way to adjust the scaling of items on the screen in Mac OS X so they are 1 to 1 with the real world? I.E. When I'm working with a line in illustrator that is 5 inches long, and the zoom is 100%, I'd like the actual size of the line on screen to be 5 inches. I've dug into the System Preferences but can't seem to find anything related to this. I'm using Snow Leopard on a 24" iMac

    Read the article

< Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >