Focal length to Field of view - unity3d

I'm importing some 3D models from Rhino 3D to Unity. When doing that I need to import the camera views. In Rhino they have the property Focal length and in Unity we have Field of view.
I need to convert focal length to Field of View. I found a formula to convert the values here
http://paulbourke.net/miscellaneous/lens/
I'm planning to use this formula
vertical field of view = 2 atan(0.5 height / focal length)
My question is how can I find the value for the height. I'm not sure from where I can get that in Unity.
Thanks

Maths isn't my strong suit but I do recall the formula was used in a certain BFBC2 fov tool
hFov = 2 * atan(tan( vFov/2 ) * width/height)
Where width and height are your current screen resolution dimensions.
I hope this is correct for your purpose.

To answer my question, this is the formula I ended up using at the end. Hope that'll be useful for anyone having a similar issue.
Code in C# in Unity
// Standard film size
int filmHeight = 24;
int filmWidth = 36;
// Formula to convert focalLength to field of view - In Unity they use Vertical FOV.
// So we use the filmHeight to calculate Vertical FOV.
double fovdub = Mathf.Rad2Deg * 2.0 * Math.Atan(filmHeight / (2.0 * focalLen));
float fov = (float) fovdub;

Related

Convert pixels to world space units

I'm planning to make my sprite dimension to be 1.5 inches to all devices. My problem now is convert the pixels to world space units so that I can scale my sprite correctly.
float pixelLength = Screen.dpi * 1.5f; // 1.5 inches
// code to convert pixelLength to world space units
float pixelLength = Screen.dpi * 1.5f;
// Using your sprite's pixel per unit...
float worldLength = pixelLength / spriteRenderer.sprite.pixelsPerUnit;
Alternatively, instead of scaling your sprites, you can change the Camera's OrthographicSize. Changing OrthographicSize works better if all of your sprites' PixelPerUnit are roughly the same, and you are scaling everything.

Camera orthographic size certain width

How do we can set a certain size of units for defining the width of the Orthographic size of the camera in the portrait mode?
I want to set the horizontal dimension to the 5 meters exactly from the center-left to the center-right of the screen for any mobile device? how can I achieve this? I've found this piece of code from a video clip but I don't understand it and I think it does not help me since I don't have a game field and also my game world will be generated automatically during the game (it's an infinite 2D scrolling game).
[SerializeField] private SpriteRenderer gameField;
void Start()
{
float screenRatio = (float)Screen.width / (float)Screen.height;
float targetRatio = gameField.bounds.size.x / gameField.bounds.size.y;
if (screenRatio > targetRatio)
{
Camera.main.orthographicSize = gameField.bounds.size.y / 2;
}
else
{
float differenceInSize = targetRatio / screenRatio;
Camera.main.orthographicSize = gameField.bounds.size.y / 2 * differenceInSize;
}
}
I don't know why unity doesn't handle these issues automatically?
I have found the video you have been talking about and it is actually pretty simple. For reference, it is this video. I will try to explain it to you.
These 5 boxes represent all content that you want to show on your screen. You want your camera to always adjust itself so it fits all of those boxes inside of it.
To archive this you have to multiply the width of our boxes (all of our boxes are 1 meter wide in all dimensions) by the screen height devided by the screen width. You then want to divide that number by two.
boxes.width * screen.height / screen.width * 0.5
In our code it looks like this:
public float sizeInMeters;
void Start()
{
float orthoSize = sizeInMeters * Screen.height / Screen.width * 0.5f;
Camera.main.orthographicSize = orthoSize;
}
If you want to have five meters to the left and right from the middle then put in 10 into the sizeInMeters variable. If your total screen width from left to right should only cover 5 meters you have to put in 5 into the sizeInMeters variable.
The if inside of your code is only there if you want the user to be able to flip his phone into a vertical position.

How do I rescale my gameobject to match with original gameobject?

I have a grid of game objects in which I can change the number of game objects that fit inside the grid. The grid is a child of a game object. I wish to rescale all other grids to match my 4X4 grid size programmatically.
Desired size
Grid to rescale
Each game object is 1 unit and the parent transform scale is (1,1,1). I know that if my grid is 8X8 that I would probably need to rescale to 0.5. I only have an issue in trying to calculate the rescale number.
So again as said it is pretty simple maths.
You have a grid with side length 5, you want 4.
So you normalize it via
currentSize / 5.0f * 4.0f
which would be a factor of 0.8f.
Since you need to apply it to each side of your grid you share that so it has to be 0.8f * 0.8f which is a factor of 0.16f.
Or if you say it is 8x8 then the same calculations
currentSize / 8f * 4f
so a factor of 0.5. then squared so 0.25f.
#derHugo Answer was good. For me, I answered my answer was:
gridScaleratio = 1.0f / ((gridSize * gridSize) / (gridSize * 4.0f));
...
playerGrid.transform.localScale = new Vector3(gridScaleratio, gridScaleratio, gridScaleratio);

create opencv camera matrix for iPhone 5 solvepnp

I am developing an application for the iPhone using opencv. I have to use the method solvePnPRansac:
http://opencv.willowgarage.com/documentation/cpp/camera_calibration_and_3d_reconstruction.html
For this method I need to provide a camera matrix:
__ __
| fx 0 cx |
| 0 fy cy |
|_0 0 1 _|
where cx and cy represent the center pixel positions of the image and fx and fy represent focal lengths, but that is all the documentation says. I am unsure what to provide for these focal lengths. The iPhone 5 has a focal length of 4.1 mm, but I do not think that this value is usable as is.
I checked another website:
http://docs.opencv.org/modules/calib3d/doc/camera_calibration_and_3d_reconstruction.html
which shows how opencv creates camera matrices. Here it states that focal lengths are measured in pixel units.
I checked another website:
http://www.velocityreviews.com/forums/t500283-focal-length-in-pixels.html
(about half way down)
it says that focal length can be converted from units of millimeters to pixels using the equation: fx = fy = focalMM * pixelDensity / 25.4;
Another Link I found states that fx = focalMM * width / (sensorSizeMM);
fy = focalMM * length / (sensorSizeMM);
I am unsure about these equations and how to properly create this matrix.
Any help, advice, or links on how to create an accurate camera matrix (especially for the iPhone 5) would be greatly appreciated,
Isaac
p.s. I think that (fx/fy) or (fy/fx) might be equal to the aspect ratio of the camera, but that might be completely wrong.
UPDATE:
Pixel coordinates to 3D line (opencv)
using this link, I can figure out how they want fx and fy to be formatted because they use it to scale angles relative to their distance from the center. therefore, fx and fy are likely in pixels/(unit length) but im still not sure what this unit length needs to be, can it be arbitrary as long as x and y are scaled to each other?
You can get an initial (rough) estimate of the focal length in pixel dividing the focal length in mm by the width of a pixel of the camera' sensor (CCD, CMOS, whatever).
You get the former from the camera manual, or read it from the EXIF header of an image taken at full resolution. Finding out the latter is a little more complicated: you may look up on the interwebs the sensor's spec sheet, if you know its manufacturer and model number, or you may just divide the overall width of its sensitive area by the number of pixels on the side.
Absent other information, it's usually safe to assume that the pixels are square (i.e. fx == fy), and that the sensor is orthogonal to the lens's focal axis (i.e. that the term in the first row and second column of the camera matrix is zero). Also, the pixel coordinates of the principal point (cx, cy) are usually hard to estimate accurately without a carefully designed calibration rig, and an as-carefully executed calibration procedure (that's because they are intrinsically confused with the camera translation parallel to the image plane). So it's best to just set them equal to the geometrical geometrical center of the image, unless you know that the image has been cropped asymmetrically.
Therefore, your simplest camera model has only one unknown parameter, the focal length f = fx = fy.
Word of advice: in your application is usually more convenient to carry around the horizontal (or vertical) field-of-view angle, rather than the focal length in pixels. This is because the FOV is invariant to image scaling.
The "focal length" you are dealing with here is simply a scaling factor from objects in the world to camera pixels, used in the pinhole camera model (Wikipedia link). That's why its units are pixels/unit length. For a given f, an object of size L at a distance (perpendicular to the camera) z, would be f*L/z pixels.
So, you could estimate the focal length by placing an object of known size at a known distance of your camera and measuring its size in the image. You could aso assume the central point is the center of the image. You should definitely not ignore the lens distortion (dist_coef parameter in solvePnPRansac).
In practice, the best way to obtain the camera matrix and distortion coefficients is to use a camera calibration tool. You can download and use the MRPT camera_calib software from this link, there's also a video tutorial here. If you use matlab, go for the Camera Calibration Toolbox.
Here you have a table with the spec of the cameras for iPhone 4 and 5.
The calculation is:
double f = 4.1;
double resX = (double)(sourceImage.cols);
double resY = (double)(sourceImage.rows);
double sensorSizeX = 4.89;
double sensorSizeY = 3.67;
double fx = f * resX / sensorSizeX;
double fy = f * resY / sensorSizeY;
double cx = resX/2.;
double cy = resY/2.;
Try this:
func getCamMatrix()->(Float, Float, Float, Float)
{
let format:AVCaptureDeviceFormat? = deviceInput?.device.activeFormat
let fDesc:CMFormatDescriptionRef = format!.formatDescription
let dim:CGSize = CMVideoFormatDescriptionGetPresentationDimensions(fDesc, true, true)
// dim = dimensioni immagine finale
let cx:Float = Float(dim.width) / 2.0;
let cy:Float = Float(dim.height) / 2.0;
let HFOV : Float = format!.videoFieldOfView
let VFOV : Float = ((HFOV)/cx)*cy
let fx:Float = abs(Float(dim.width) / (2 * tan(HFOV / 180 * Float(M_PI) / 2)));
let fy:Float = abs(Float(dim.height) / (2 * tan(VFOV / 180 * Float(M_PI) / 2)));
return (fx, fy, cx, cy)
}
Old thread, present problem.
As Milo and Isaac mentioned after Milo's answer, there seems to be no "common" params available for, say, the iPhone 5.
For what it is worth, here is the result of a run with the MRPT calibration tool, with a good old iPhone 5:
[CAMERA_PARAMS]
resolution=[3264 2448]
cx=1668.87585
cy=1226.19712
fx=3288.47697
fy=3078.59787
dist=[-7.416752e-02 1.562157e+00 1.236471e-03 1.237955e-03 -5.378571e+00]
Average err. of reprojection: 1.06726 pixels (OpenCV error=1.06726)
Note that dist means distortion here.
I am conducting experiments on a toy project, with these parameters---kind of ok. If you do use them on your own project, please keep in mind that they may be hardly good enough to get started. The best will be to follow Milo's recommendation with your own data. The MRPT tool is quite easy to use, with the checkerboard they provide. Hope this does help getting started !

iPhone - Carousel

I use open source, iCarousel in my application to bring the carousel control. The carousel type which I use is iCarouselTypeRotary and the images are arranged linearly in this type. But, I need the images to bring like the carousel in the attached images. What should I do to make my carousel little tilted to the top view as the style in the below images? Kindly help. Thanks in advance.
You can implement 3D tilt manually:
In iCarousel.m: 574
return CATransform3DTranslate(transform, radius * sin(angle), 0.0f, radius * cos(angle) - radius);
change to:
float tilt = MAX_TILT_VALUE * cos(angle); // greater angle means greater vertical offset
return CATransform3DTranslate(transform, radius * sin(angle), tilt, radius * cos(angle) - radius);
To make the code clear and reusable, implement tilt offset as option (similar to iCarouselOptionArc).
PS: If you want perspective scaling, you will need to add scale transform that depends on cos(angle) similarly to tilt.
Check by using the style:iCarouselTypeWheel use the horizontal wheel set the radius of the wheel as you want. I have done this in vertical wheel type. But i think it should the appearance as above using horizontal wheel type.