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Solving the camera

From: Nuke 6.3 New Features

Video: Solving the camera

The tracking is done now on the camera track training clip using all default settings on the tracking tab. So we can now do the Camera Solve. This is where the camera's positions and the 3D points in the scene are calculated. After solving the camera we could then refine the tracking data and re-solve the camera to get a reduced overall tracking error. To solve the camera we just click the Solve Camera button and the Camera Tracker calculates the camera position and points from our tracking data and we're done.

Solving the camera

The tracking is done now on the camera track training clip using all default settings on the tracking tab. So we can now do the Camera Solve. This is where the camera's positions and the 3D points in the scene are calculated. After solving the camera we could then refine the tracking data and re-solve the camera to get a reduced overall tracking error. To solve the camera we just click the Solve Camera button and the Camera Tracker calculates the camera position and points from our tracking data and we're done.

To see the results we click on the Refined tab and look at the Solve Error right here. We will call it (.86). This is the RMS or Root Mean Square Solve error. Think of it as just a fancy average of all the errors. Next we'd like to delete any bogus tracks. These can come from reflections which are not a valid object or intersections between two elements in the scene. The tracker will sometimes lock onto those, so we have to tell it to drop them. We come over here and I am just going to select this red guy here, Shift+Click to select this one and then I'll do a Shift+Rectangle on these two.

I now have four yellow track selected, Right Mouse pop-up, delete selected. Now if we move down the timeline we'll find the new bad tracks enter the frame. Let's say right here. So we will select those, Shift+Click here, Shift+Click there, Right Mouse pop-up, tracks>delete selected. So we've thrown out several bogus tracks. Let's now re-solve the camera to improve the Solve Error.

We do not have to go back to the Camera Tracker tab and click on Solve Camera, because they have thoughtfully put another Solve Camera button here. This is the rule: whenever you delete tracks you must redo the Camera Solve. So I am going to click a Camera Solve, we get the little warning message, I say, yes. And now we will watch the Solve Error up here after it recalculates, .80. I have made a good improvement on myself. The minimum Solve Error you want is 1.0, but you'd like to get a .5, .5, half a pixel, is a real tight Camera Solve.

So that we'll be our target. So to the further refine the solve we will come down here into the Track Info area. This is a bunch of statistics and thresholds that have been collected by the Tracker for us. For example, num tracks is, of course, the number of tracks per frame. As you can see we had more tracks here at the beginning of a shot than we did at the end of the shot. Track length minimum is of course the minimal length of tracks on a per frame bases in the clip. If we click in the Viewer and type F, we'll scale up the Viewer.

To see the threshold do a Command +Click on the Min Length parameter. This is the threshold that rejects all tracks that are shorter than this threshold and it's controlled right here Min Length. If I move the slider up to here, for example, I am saying any tracks that have a minimum length of less than 8, I want you to ignore them in the calculations. Now when we're refining the calculations we do not do the Solve Camera, we use the Recalculate Solve button.

Solve Camera is reserved for when you delete trackers. So I am going to Recalculate the Solve, watch my Solve Error up here, and there, I got a very small improvement, but I'll take it. Now let's take a look at the error - min or minimum. Click in the Viewer and type F. All of these errors refer to the Reprojection Error. The Reprojection Error is calculated by comparing a 2D tracking point on the screen with its associated 3D point.

The smaller the error the closer they match. Now let's take a look at error - rms which would be of course the average error. Its threshold is right here Max Track Error, and I am going to click in the Viewer and type F so we can see it up here. It's so much higher than the collected data, because it was based on the old tracking data when we had some focus points which are now gone. The Max Track Error slider sets that threshold. So I am going to move this down and I'm telling it I want you to reject these bad boys here.

So now we'll Recalculate the Solve, watch my Solve Error here, Bang! .46. Very good! I made a very big improvement. Next, let's look at the error - max this of course is the maximum error per frame and its threshold here is Max Error. Click in the Viewer, type F. We can see the Max Error threshold way up here. So again, if I pull the slider down, I am telling it to ignore everybody that's above the threshold.

And one more time I will Recalculate my Solve, watch the Solve Error up here, boom! I made a small improvement, but I'll take it. We've refined our data as much as we can. We'll go back to the Camera Tracker tab and we're ready to create the scene, which will build the 3D PointCloud and the 3D Camera.

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This video is part of

Image for Nuke 6.3 New Features
Nuke 6.3 New Features

52 video lessons · 2345 viewers

Steve Wright
Author

 
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  1. 2m 10s
    1. Welcome
      1m 50s
    2. Using the exercise files
      20s
  2. 9m 0s
    1. Building the mesh
      4m 12s
    2. Projecting images on the mesh
      4m 48s
  3. 26m 6s
    1. Exploring basic setup
      6m 21s
    2. Using camera track points
      10m 5s
    3. Understanding how to do a corner pin
      9m 40s
  4. 7m 22s
    1. Demoing the PointsTo3D node
      45s
    2. Using the PointsTo3D node
      6m 37s
  5. 15m 28s
    1. Setting the locators
      5m 4s
    2. Keyframing the locators
      2m 30s
    3. Doing the camera solve
      5m 34s
    4. Creating 3D cards
      2m 20s
  6. 5m 27s
    1. Working with the GeoSelect node
      5m 27s
  7. 8m 58s
    1. Understanding the Displacement node
      5m 19s
    2. Working with the ScanLineRender settings
      3m 39s
  8. 8m 49s
    1. Using the AudioRead node
      8m 49s
  9. 7m 44s
    1. Deep compositing briefing
      7m 44s
  10. 32m 55s
    1. CameraTracker overview
      7m 3s
    2. Tracking the scene
      4m 48s
    3. Solving the camera
      5m 28s
    4. Building the 3D scene
      6m 48s
    5. Adding 3D geometry
      8m 48s
  11. 9m 18s
    1. Tracking the scene
      4m 52s
    2. Filtering the point cloud
      4m 26s
  12. 19m 59s
    1. Analyzing the image
      8m 5s
    2. Exploring three workflows
      7m 18s
    3. Using the STMap node
      4m 36s
  13. 19m 41s
    1. Modeling new 3D geometry
      6m 46s
    2. Lining up 3D objects
      3m 16s
    3. Building the whole set
      7m 4s
    4. Exporting Modeler geometry
      2m 35s
  14. 1h 0m
    1. Exploring the PlanarTracker workflow
      6m 47s
    2. Correcting tracking drift
      2m 40s
    3. Coping with tracking occlusions
      6m 30s
    4. Tracking with multiple shapes
      6m 34s
    5. Tracking out-of-frame targets
      5m 32s
    6. Placing the planar surface out of frame
      4m 35s
    7. Exporting: corner pin (relative)
      4m 24s
    8. Exporting: Tracker node
      4m 24s
    9. Exporting: corner pin (stabilize)
      5m 15s
    10. Adding a roto shape to a track layer
      3m 42s
    11. Adding multiple roto shapes to a track layer
      3m 24s
    12. Using the mask input
      6m 40s
  15. 46m 20s
    1. Using the ParticleEmitter node
      4m 26s
    2. Creating particles
      4m 42s
    3. Adding emitters
      5m 59s
    4. Adding forces
      8m 18s
    5. Bouncing particles
      5m 28s
    6. Changing particle appearance
      7m 21s
    7. Adding streaks
      5m 42s
    8. Setting streak attributes
      4m 24s

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