Triangulation
•
Method I
: intersect viewing rays in 3D,
minimize:
–
X
is the unknown 3D point
–
C
j
is the optical center of camera
j
–
V
j
is the
viewing ray
for pixel (
u
j
,
v
j
)
–
s
j
is unknown distance along
V
j
•
Advantage: geometrically intuitive
X
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