Am 19.11.2008, 22:41 Uhr, schrieb Marcos Duarte <[EMAIL PROTECTED]>:

> 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.

I think this should work. Your data is like 3d points and then you project  
them to the xy and xz plane. So you'd have 1 data model (the 3d point), 2  
views (two canvasses) and 2 transforms (projecting to xy and xz planes).
In theory fc2 should be able visualize even your 3d model :-) I've never  
tested this ability though. All it requires is you to plugin your 3d  
coordinates and using the ThreeDProjcetion transform on them to create a  
3d perspective view of them. You can even move objects in 3d since the  
LinearTransform class is mostly n-dimensional and not limited to 2  
dimensions. But you better use DirectX/OpenGL/something else for that :-)

-Matthias
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