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Question by mad1Z · May 29, 2013 at 01:37 AM · projectiontransformationprojectionmatrix

Projective Transform in Unity3d already implemented?

I guess so but I'm not that experienced with unity yet.

Description: I have 64 2D-Vectors from a facetracker. My goal is to get rid of the rotations from the real world which are projected to the 2D-vectors. I already translated the Vectors to a point (in this case the nose is (0,0)) and eliminated the rotation around the z-axis. What is left is a projected transformation at the plane when I turn my head sideways or up and down.

So to solve this I found this equation:

 x' = (a*x + b*y + c) / (g*x + h*y + 1)
 y' = (d*x + e*y + f) / (g*x + h*y + 1)

from Link1 and Link2 for some deeper Explanations. So this would be really complex and would take a lot of effort to implement this in unity.

For now: I saved x and y the vectors from the face where the rotations are near zero.

Can I somehow avoid to code a 8x8 Matrix class? Can I solve this with Transform? Or is there already an implemented function in Unity that can solve this? I would be quite glad if someone can help me with this because I really need this to be done soon.

Cheers

[3]: http://homepages.inf.ed.ac.uk/rbf/CVonline/LOCAL_COPIES/EPSRC_SSAZ/node11.html

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