On Wed, Nov 19, 2008 at 5:02 PM, Christopher Barker
<[EMAIL PROTECTED]> wrote:

>> In fact, one thing I want to do is to apply my own spatial
>> transformation (which I would calculate based on some points in the
>> image) to the coordinates of the canvas. I don't need to do image
>> calibration (I mean to change the image itself), I understand this is
>> not the type of application fc was designed for
>
> I'm not entirely sure what you mean, but I think it should be able to
> accomidate that.

It is simple: for an image shown in the screen I just want to click on
an image point (pixel) and get the coordinates of that in meters,
using a given transformation I obtained before in a calibration
procedure (where I digitize points in an image I know the coordinates
in the real space),
What I meant is that I don't need to apply this transformation to the
image to produce its transformed bitmap (but if I can do that would be
nice).
Later, I want to be able to open two images (two different panels?)
from different perspectives of an object and find the 3d coordinates
of that point after I digitize the same point in the two images).
These are 2d or 3d camera (or image) calibration. But I don't care
about the image itself; I just want the calibrated position of certain
points. I also could have a non-linear transformation.

If it is still not clear, don't worry, fc can/will do that!

>
>  > (also because my images are bitmaps not svgs).
>
> true -- but one can think of (and work with) bitmaps as scalable
> graphics, too-a whole lot of rectangles! ANd I need to be able to work
> with bitmaps too, so I hope we can get some of this to work out.
>

I hope I can help you in some way.

>> What I need is just the calibration (transformation) of the coordinates.
>> So, in this scenario it would be great something like
>> evt.coords.Global for the position at the global (screen) coordinate
>> system;
>
> OK _- i don't see "global" as meaning "screen". I see these:
>
> "Global" or "World" -- the natural coordinates of your data
>    -- in the case of images, I guess that would be pixels of the image,
> unless you are putting that image in another context.
>
> "Transformed" -- coordinates after the main transformation is applied.
> The transformation is arbitrary, and can be non linear, but the
> transformed coordinates should be transformable into rectilinear coords
> (pixels) via an affine transform. In general, they will be rectilinear
> as well.
>
> "Local" -- coordinates local to a given object -- I think these are an
> affine transform from "Transformed" coords. This would be the transform
> applied to only that object.
>
>
> "Pixel" or "Screen" -- the actual pixel coords when drawn on the screen.
> -- this is the final result when you start with world coords, and apply
> all the transformations.
>
> "Paper" -- coordinates if the iamge was printed -- this would relate to
> pixel coords by a resolution parameter -- PPI or whatever. This would
> allow folks to specify thinks like line widths and fotn sizes in points
> (or inches, or mm, or ...) and also specify a scale, which would map
> transformed coordinates to paper coords. The resolution would determine
> sizes of things in screen coords.
>
>
> Does this work with how FC2 is now constructed? I think it has
> everything but the "paper" coords concept.
>
> -Chris
>

I agree with this definition and it will very useful if fcx exposes
that to the user.

Marcos Duarte
http://lob.iv.fapesp.br/
University of Sao Paulo, Brazil
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