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Perspective-n-Point [1] is the problem of estimating the pose of a calibrated camera given a set of n 3D points in the world and their corresponding 2D projections in the image. The camera pose consists of 6 degrees-of-freedom (DOF) which are made up of the rotation (roll, pitch, and yaw) and 3D translation of the camera with respect to the world.
Macro or close-up modes tend to direct the camera's focus to be nearer the camera. They may shrink the aperture and restrict the camera to wide-angle in an attempt to broaden the depth-of-field (to include closer objects) – this last mode of operation is often known as Super Macro. Movie mode allows a still camera to take moving pictures.
Camera resectioning is the process of estimating the parameters of a pinhole camera model approximating the camera that produced a given photograph or video; it determines which incoming light ray is associated with each pixel on the resulting image. Basically, the process determines the pose of the pinhole camera.
Poses are often stored internally as transformation matrices. [2] [3] The term “pose” is largely synonymous with the term “transform”, but a transform may often include scale, whereas pose does not. [4] [5] In computer vision, the pose of an object is often estimated from camera input by the process of pose estimation. This information ...
On October 26, 1996, a well-known gaming clan, the Rangers, surprised the Quake community with Diary of a Camper, the first widely known machinima film. [17] This short, 100-second demo file contained the action and gore of many others, but in the context of a brief story, [17] rather than the usual deathmatch. [15]
A manual override (MO) or manual analog override (MAO) is a mechanism where control is taken from an automated system and given to the user. For example, a manual override in photography refers to the ability for the human photographer to turn off the automatic aperture sizing, automatic focusing, or any other automated system on the camera. [1]
Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...
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