Hi everyone,
I’m trying to visualize RealityCapture camera poses in my own tool (Three.js) and I’d like to match RealityCapture’s camera orientation exactly.
For that, I need to know the exact form of the rotation matrix that RealityCapture uses, expressed explicitly with cos/sin of the three angles, and also the rotation order (which axis is rotated first, second, third).
Concretely, my questions are:
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Which rotation order does RealityCapture use for its three angles?
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What is the explicit 3×3 rotation matrix in terms of the three angles?
For example, in the style:R = [ r11 r12 r13 r21 r22 r23 r31 r32 r33 ] r11 = cos(φ)*cos(κ) + ... r12 = ... ...I’d like to know the exact formulas RealityCapture uses internally (with
sin/cosof the angles), so I can reproduce them 1:1. -
Are these angles interpreted as rotations that map:
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from world to camera coordinates, or
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from camera to world coordinates?
(i.e. is the exported rotation matrix
Rsuch thatX_cam = R * X_worldor the other way around?) -
I’m not looking for a general Euler-angles explanation, but specifically for the RealityCapture definition: rotation order and the precise matrix entries.
If someone from the RC team or anyone who has already reverse-engineered/verified this could post the exact formulas, that would be super helpful.
Thanks in advance!