## Thursday, April 13, 2006

### Chosen First design method - Videotracking and mesh insertion

Just to clarify how the application is supposed to work, I'll give a summary here.

First, in my thesis partners part, coordinates in a video are chosen. This coordinates should at this early stage be the four corners of where a building should be inserted upon. Coordinates are found in a few frames, clicked on, and then the application interpolates between the frames. This is sometimes called keyframing.

My part of the application takes the four coordinates for the current frame, creates a homography matrix (used for calculating coordinate correspondence between different coordinate systems) and uses the homography to:
1. Set texture coordinates for the ground plane - basically calculating the corner coordinates and then normalizing them.
2. Find the position of where the house should be inserted on top of the ground plane.
3. Find the rotation of the house, through the recieved four coordinates.
This sounds very simple in some ways, but there are some stumbling blocks - as has been described in previous posts. Currently, the greatest obstacle is that the video texture doesn't dispose - but I expect to have that solved within a few days (I'm also working on other stuff parallell, I'm not that slow ;p).

I expect to later move a lot of the calculations to HLSL, hopefully making it faster in the process. But for now I've decided to stick to the simplest ways of doing things and just make them work...

If we have time for the second method, it will be different in a number of ways. In that method we wont use any video in the 3D world, but instead only calculate which position and orientation to put the inserted building. While in the first method we can consider the building only being rotated around the Y-axis (meaning the building is always having the same sides facing up/down, but "changing other directions"), the second method also considers the other axises, making us calculate orientation and position in X, Y and Z coordinates. As a comparison, the first method calculates the position in X and Z coordinates, and as mentioned the rotation is only around the Y axis.