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A Conic Transformation Approach for Solving the Perspective-Three-Point Problem

Haidong Wu, Snehal Bhayani, Janne Heikkilä

TL;DR

This work tackles the Perspective-Three-Point (P3P) problem by introducing a conic-transformation that maps the intersection of two conics into a coordinate system where one conic becomes a canonical parabola. The method derives a real-valued quartic equation in the transformed coordinates and solves it using Ferrari’s method, explicitly avoiding complex arithmetic by enforcing real roots only. It then recovers the depth variables $d_i$ and refines the pose via Gauss-Newton, computing $\mathbf{R}$ and $\mathbf{t}$ from the reconstituted distances. Empirical results on synthetic data show the approach delivers faster solving times with robustness on par with, or better than, state-of-the-art solvers and with the added benefit of avoiding complex-number computations. The authors also provide code for practical deployment.

Abstract

We propose a conic transformation method to solve the Perspective-Three-Point (P3P) problem. In contrast to the current state-of-the-art solvers, which formulate the P3P problem by intersecting two conics and constructing a degenerate conic to find the intersection, our approach builds upon a new formulation based on a transformation that maps the two conics to a new coordinate system, where one of the conics becomes a standard parabola in a canonical form. This enables expressing one variable in terms of the other variable, and as a consequence, substantially simplifies the problem of finding the conic intersection. Moreover, the polynomial coefficients are fast to compute, and we only need to determine the real-valued intersection points, which avoids the requirement of using computationally expensive complex arithmetic. While the current state-of-the-art methods reduce the conic intersection problem to solving a univariate cubic equation, our approach, despite resulting in a quartic equation, is still faster thanks to this new simplified formulation. Extensive evaluations demonstrate that our method achieves higher speed while maintaining robustness and stability comparable to state-of-the-art methods.

A Conic Transformation Approach for Solving the Perspective-Three-Point Problem

TL;DR

This work tackles the Perspective-Three-Point (P3P) problem by introducing a conic-transformation that maps the intersection of two conics into a coordinate system where one conic becomes a canonical parabola. The method derives a real-valued quartic equation in the transformed coordinates and solves it using Ferrari’s method, explicitly avoiding complex arithmetic by enforcing real roots only. It then recovers the depth variables and refines the pose via Gauss-Newton, computing and from the reconstituted distances. Empirical results on synthetic data show the approach delivers faster solving times with robustness on par with, or better than, state-of-the-art solvers and with the added benefit of avoiding complex-number computations. The authors also provide code for practical deployment.

Abstract

We propose a conic transformation method to solve the Perspective-Three-Point (P3P) problem. In contrast to the current state-of-the-art solvers, which formulate the P3P problem by intersecting two conics and constructing a degenerate conic to find the intersection, our approach builds upon a new formulation based on a transformation that maps the two conics to a new coordinate system, where one of the conics becomes a standard parabola in a canonical form. This enables expressing one variable in terms of the other variable, and as a consequence, substantially simplifies the problem of finding the conic intersection. Moreover, the polynomial coefficients are fast to compute, and we only need to determine the real-valued intersection points, which avoids the requirement of using computationally expensive complex arithmetic. While the current state-of-the-art methods reduce the conic intersection problem to solving a univariate cubic equation, our approach, despite resulting in a quartic equation, is still faster thanks to this new simplified formulation. Extensive evaluations demonstrate that our method achieves higher speed while maintaining robustness and stability comparable to state-of-the-art methods.

Paper Structure

This paper contains 14 sections, 30 equations, 4 figures, 3 tables, 1 algorithm.

Figures (4)

  • Figure 1: The perspective-three-point problem
  • Figure 2: Three points selection on a conic
  • Figure 3: Three points selection on conics in special cases.
  • Figure 4: Gaussian kernel smoothed histograms of a logarithmic sum of rotation and translation errors across various algorithms for 100,000 runs on noise-free data.