<div dir="ltr">We indeed do have some plans implementing constraint system for the camera solver.<div><br></div><div>I'm not currently sure why plane would help a lot here, bundler shall handle this case just nice. More important constraint is "depth" one. Meaning you tell solver that this track is in front of another one. That would prevent objects from being suddenly flipped.</div>
<div><br></div><div>As for spline-marked tracks, don't think it'd be any helpful for camera solver but for sure better quality mask tracking (edge-tracker?) would be nice to have.</div></div><div class="gmail_extra">
<br><br><div class="gmail_quote">On Wed, Aug 14, 2013 at 2:40 AM, David Jeske <span dir="ltr"><<a href="mailto:davidj@gmail.com" target="_blank">davidj@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">On Tue, Aug 13, 2013 at 10:04 AM, Sergey Sharybin <span dir="ltr"><<a href="mailto:sergey.vfx@gmail.com" target="_blank">sergey.vfx@gmail.com</a>></span> wrote:<br>
<div class="gmail_extra"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex"><div dir="ltr">
<div class="gmail_extra"><div class="gmail_quote"><div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex">
<div dir="ltr"><div class="gmail_extra"><div class="gmail_quote"><div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex">
<div dir="ltr"><div>Another usage of plane track might be constraining point tracks to belong to this plane while tracking them. Which means we might support other-way-around usecase: you create point tracks, you create plane out of them, and then starts tracking this point tracks taking plane constraint into account.</div>
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<div dir="ltr"><div class="gmail_extra"><div class="gmail_quote"><div>That wouldn't be 3d, that'd still be based on homography estimation and making so tracks fits this homography in a best way (well, difficult to explain this in text, whiteboard would be much easier). At this point i couldn't see why or how we'll reconstruct 3D from point tacks in that case.</div>
</div></div></div></blockquote><div><br></div><div>It seems like something down this path should allow us to both get better and more reliable tracks, and more reliable camera solve. </div><div><br></div><div>Which of these approaches do you think are easy-vs-hard with libmv/Ceres?</div>
<div><br></div><div><div>1) binding trackers together to help the tracker solve (maybe just homography)</div></div><div><br></div><div>2) telling the camera solver when a set of tracks are 3d planar, to help constrain the solver, and improve the relative positions of reconstructed 3d track locations in more rotation-dominant sequences</div>
<div><br></div><div>3) add a workflow like Mocha/AE, where a surface can be spline-marked and tracks are automatically managed within the surface. </div><div><br></div><div>...though when I was looking at this before, I was thinking just saving camera-reconstruction constraints (origin, floor, scale) in the marker would be nice, so they don't have to be re-applied every camera-solve attempt.</div>
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<br></blockquote></div><br><br clear="all"><div><br></div>-- <br><div><span style="color:rgb(102,102,102)">With best regards, Sergey Sharybin</span></div>
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