Merge pull request #10574 from razerhell:patch-1
* Newton's method can be more efficient when we get the result of function distortPoint with a point (0, 0) and then undistortPoint with the result, we get the point not (0, 0). and then we discovered that the old method is not convergence sometimes. finally we have gotten the right values by Newton's method. * modify by advice Newton's method...#10574 * calib3d(fisheye): fix codestyle, update theta before exit EPS check
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