- #1
wonder1
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Hi all,
i am having a problem with question 3, as its not clear if i should use the Z value for the camera as 15 or 25 m or... Could you suggest me. Cheers
The goal of this project is to obtain some understanding of the camera’s motion in space.
Also, based on the camera’s motion, we will obtain an understanding of the type of engine
necessary to operate the camera’s cables.
Some general observations: The camera must be able to reach the ground for maintenance
(calibration during a game), but most of the time the camera will hover 15 to 25 metres above
the playing field. The position of the camera at time t will be denoted by C(t). In our model
we will assume that the cables are always stretched on a straight line (although in reality there
is a small amount of curving due to gravity).
Part 1: Motion in Cartesian coordinates
We introduce a coordinate system where the origin (0, 0, 0) coincides with the SW post. The
x-axis goes from the origin in the direction of the SE post. The y-axis goes from the origin to
the NW post. The z-axis goes straight up from the origin. The position of the camera will be
represented by
C(t) = (x(t), y(t), z(t)).
1. What are the coordinates of the four corners of the playing field?
2. What are the coordinates of the top of each post?
3. The position of the camera in space completely determines the amount of cable that each
post has released. Compute the length of each cable as a function of x, y, and z. (That
is, find the distance from the camera to the top of each post.)
View attachment 5603View attachment 5604View attachment 5605View attachment 5606
i am having a problem with question 3, as its not clear if i should use the Z value for the camera as 15 or 25 m or... Could you suggest me. Cheers
The goal of this project is to obtain some understanding of the camera’s motion in space.
Also, based on the camera’s motion, we will obtain an understanding of the type of engine
necessary to operate the camera’s cables.
Some general observations: The camera must be able to reach the ground for maintenance
(calibration during a game), but most of the time the camera will hover 15 to 25 metres above
the playing field. The position of the camera at time t will be denoted by C(t). In our model
we will assume that the cables are always stretched on a straight line (although in reality there
is a small amount of curving due to gravity).
Part 1: Motion in Cartesian coordinates
We introduce a coordinate system where the origin (0, 0, 0) coincides with the SW post. The
x-axis goes from the origin in the direction of the SE post. The y-axis goes from the origin to
the NW post. The z-axis goes straight up from the origin. The position of the camera will be
represented by
C(t) = (x(t), y(t), z(t)).
1. What are the coordinates of the four corners of the playing field?
2. What are the coordinates of the top of each post?
3. The position of the camera in space completely determines the amount of cable that each
post has released. Compute the length of each cable as a function of x, y, and z. (That
is, find the distance from the camera to the top of each post.)
View attachment 5603View attachment 5604View attachment 5605View attachment 5606
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