'Opencv for Unity - Camera position inaccurate by factor of ~2
I am having an issue getting accurate aruco pose estimation. The transform of the AR object relative to camera is a factor ~2 smaller than it should be. In the screenshot below, the camera is z=.40m away from the marker in real-space, but the AR object is only ~.20m away in virtual space.
I thought it might be something with the length parameters I measured off the chessboard or aruco markers?
I used these functions:
Aruco.estimatePoseSingleMarkers (corners, markerLength, camMatrix, distCoeffs, rvecs, tvecs);
where markerLength = 0.122m and is the distance across the 4x4 aruco (not including the black boarder)
private void EstimatePoseCanonicalMarker (Mat rgbMat)
{
Aruco.estimatePoseSingleMarkers (corners, markerLength, camMatrix, distCoeffs, rvecs, tvecs);
for (int i = 0; i < ids.total (); i++) {
using (Mat rvec = new Mat (rvecs, new OpenCVForUnity.CoreModule.Rect (0, i, 1, 1)))
using (Mat tvec = new Mat (tvecs, new OpenCVForUnity.CoreModule.Rect (0, i, 1, 1))) {
// In this example we are processing with RGB color image, so Axis-color correspondences are X: blue, Y: green, Z: red. (Usually X: red, Y: green, Z: blue)
Calib3d.drawFrameAxes (rgbMat, camMatrix, distCoeffs, rvec, tvec, markerLength * 0.5f);
// This example can display the ARObject on only first detected marker.
if (i == 0) {
UpdateARObjectTransform (rvec, tvec);
}
}
}
}
and:
CalcChessboardCorners (patternSize, squareSize, objectPoint, markerType);
where squareSize = .0245m and is the distance(m) between 1 square on the chessboard
private void CalcChessboardCorners (Size patternSize, float squareSize, MatOfPoint3f corners, MarkerType markerType)
{
if ((int)(patternSize.width * patternSize.height) != corners.rows ()) {
Debug.Log ("Invalid corners size.");
corners.create ((int)(patternSize.width * patternSize.height), 1, CvType.CV_32FC3);
}
const int cn = 3;
float[] cornersArr = new float[corners.rows () * cn];
int width = (int)patternSize.width;
int height = (int)patternSize.height;
switch (markerType) {
default:
case MarkerType.ChessBoard:
case MarkerType.CirclesGlid:
for (int i = 0; i < height; ++i) {
for (int j = 0; j < width; ++j) {
cornersArr [(i * width * cn) + (j * cn)] = j * squareSize;
cornersArr [(i * width * cn) + (j * cn) + 1] = i * squareSize;
cornersArr [(i * width * cn) + (j * cn) + 2] = 0;
}
}
corners.put (0, 0, cornersArr);
break;
case MarkerType.AsymmetricCirclesGlid:
for (int i = 0; i < height; ++i) {
for (int j = 0; j < width; ++j) {
cornersArr [(i * width * cn) + (j * cn)] = (2 * j + i % 2) * squareSize;
cornersArr [(i * width * cn) + (j * cn) + 1] = i * squareSize;
cornersArr [(i * width * cn) + (j * cn) + 2] = 0;
}
}
corners.put (0, 0, cornersArr);
break;
}
}
I've tried doubling some of these values and recalibrating to see if it makes the z value close to .40m but it doesn't seem to change. Which makes me feel kind of clueless. I take about 50 calibration photos and they're pretty diverse. I try to capture a range of depth and angle on the camera.
Any ideas?
Thanks and let me know if you need more info.
Sources
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