2014 22nd International Conference on Pattern Recognition 2014
DOI: 10.1109/icpr.2014.369
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A New Geometric Approach for Faster Solving the Perspective-Three-Point Problem

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Cited by 19 publications
(28 citation statements)
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“…solving the generalized P3P resulting into an octic univariate polynomial whose odd monomials vanish for the case of the central P3P. 2 Although Masselli and Zell [18] claim that their algorithm runs faster than Kneip et al's [15], our results (see Section 3) show the opposite to be true (by a small margin). The reason we arrive at a different conclusion is that our simulation randomly generates a new geometric configuration for each run, while Masselli employs only one configuration during their entire simulation, in which they save time due to caching.…”
Section: Introductionmentioning
confidence: 59%
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“…solving the generalized P3P resulting into an octic univariate polynomial whose odd monomials vanish for the case of the central P3P. 2 Although Masselli and Zell [18] claim that their algorithm runs faster than Kneip et al's [15], our results (see Section 3) show the opposite to be true (by a small margin). The reason we arrive at a different conclusion is that our simulation randomly generates a new geometric configuration for each run, while Masselli employs only one configuration during their entire simulation, in which they save time due to caching.…”
Section: Introductionmentioning
confidence: 59%
“…Our algorithm is implemented 6 in C++ using the same linear algebra library, TooN [22], as [15]. We employ simulation data to test our code and compare it to the solutions of [15] and [18]. For each Algorithm 1: Solving for the camera's pose Input: G pi, i = 1, 2, 3 the features' positions; C bi, i = 1, 2, 3 bearing measurements Output: G pC, the position of the camera; C G C, the orientation of the camera 1 Compute k1, k3 using (6) 2 Compute ui and vi using (11), i = 1, 2 3 Compute δ and k 3 using (22) and (23) 4 Compute the fij's using (29)-(36) 5 Compute αi, i = 0, 1, 2, 3, 4 using (39)-(50) 6 Solve (38) to get n (n = 2 or 4) real solutions for cos θ 1 , denoted as cos θ (i)…”
Section: Resultsmentioning
confidence: 99%
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