Closed wangarad closed 6 years ago
If I remember right, the InfiniTAM pose matrix is world-to-camera. So invM
is the inverse of that, i.e. camera-to-world.
Thank you for clearing this out, @sgolodetz, that makes perfect sense! I'm closing this issue.
First I want to say thank you for making this wonderful software!
This is not an issue, but rather a question concerning the pose matrix and its inverse;
castRay()
method,pt_camera_f
represents pixel projected into camera space.pt_block_s
.I fail to understand why is the inverse of pose matrix (
invM
) used instead of the pose matrix:pt_block_s = TO_VECTOR3(
invM
* pt_camera_f) * oneOverVoxelSize;
AFAIK
invM
= inverse of pose = extrinsic matrix = world-to-camera transform. And pose matrix = camera-to-world transform.What am I missing here?