/// Creates a new image that is width x height pixels.
/// The pixels of this image are set by applying the inverse homography (provided can be either
///
/// @param source Image to inverse warp
/// @param H Homography matrix
/// @param width Width of image to create
/// @param height Height of image to create
/// @returns A width x height sub-region of warped source image
///
PImage homographyWarp(PImage source, Matrix H, int width, int height) {
//
// @todo
// Inverse warp source to get the pixel values for the new image
// Don't forget to divide the image coordinates with w (the 3rd coordinate) when you convert
// the homogeneous coordinates back to image coordinates
// Also, be sure to use bilinear (or some other) interpolation to get a smooth result.
//
// @note
// Remember that accessing a negative index'd pixel, or a pixel outside of the image will
// return a black pixel. This means you do not have to worry about the size of the image.
//
PImage result = createImage(width, height, RGB);
return result;
}
///
/// Sets the 4 points of each of the 5 'Rectangle3D' objects.
///
/// @todo Set nw, ne, se, sw for each retangle
///
/// @param focalLength Focal length for image
/// @param vanishingPoint 2D image location of vanishing point
/// @param Quadrilaterals 5 quadrilaterals, one for each visible wall in the image
/// @param Rectangle3Ds 5 3D rectangle objects
///
/// @post The 5 Rectangle3D objects have had their points updated
///
void get3DPlanes(float focalLength, Point vanishingPoint,
Quadrilateral back, Quadrilateral left, Quadrilateral top, Quadrilateral right, Quadrilateral bottom,
Rectangle3D back3D, Rectangle3D left3D, Rectangle3D top3D, Rectangle3D right3D, Rectangle3D bottom3D) {
//
// @todo
// 1. The width and height ratio of the back plane directly tells you the aspect
// ratio of the box, so specifying the 3D height gives you the 3D width.
// 2. The back plane's height is related to the depth of the box
// (see lecture slide: Depth of Box), so specifying the 3D height gives you the 3D depth
// 3. Once you compute the 3D width, height, and depth of the box, you can compute the 3D
// coordinates of all corners points of the 5 surfaces (you may set the origin to be the
// top left corner of the wall surface, 3D X axis aligned to the horizontal axis of the
// image, the 3D Y axis aligned to the vertical axis, and the 3D Z axis aligned to the
// depth axis of the box).
// 4. Store the 3D coordinates for each surface in the corresponding Rectangle object
//
// @note When you compute these 3D coordinates, don't forget to account for the fact that the
// surfaces are not exactly aligned with the box (see the image displayed before calculation
// and notice that the front end of the surfaces are not aligned).
// You need to adjust the depth coordinates of front points of each surface accordingly
// using the 2D image coordinates to get proper results.
//
// Also, first compute the 3D coordinates for the back plane since those can be reused in
// other surfaces.
//
Point3D Backplane_NW = new Point3D();
Point3D Backplane_NE = new Point3D();
Point3D Backplane_SE = new Point3D();
Point3D Backplane_SW = new Point3D();
}
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