MATRIX
  • 1. Context and Objectives
  • 2. Use of the Application
    • 2.1. Managing workspaces and scenes
    • 2.2. Managing the photo selection
    • 2.3. Camera connection
    • 2.4. 3D Reconstruction and Rendering
    • 2.5. Map localization
  • 3. Architecture of the Application
    • 3.1. Global architecture of the application
    • 3.2. The model / view pattern
    • 3.3. Components implementation
  • 4. Code Documentation
    • 4.1. MatrixGUI
    • 4.2. Python
    • 4.3. PyQt
  • 5. Building that Documentation
    • 5.1. Sphinx Installation
    • 5.2. Initialize the documentation
    • 5.3. Configuration of Sphinx documentation
 
MATRIX
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  • 3. Architecture of the Application
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3. Architecture of the ApplicationΒΆ

Here we will first outline the architecture of the application and then enter in implementation details of each module.

  • 3.1. Global architecture of the application
    • 3.1.1. What is called module
    • 3.1.2. Connections between modules
    • 3.1.3. A same working space
    • 3.1.4. Implementation details
  • 3.2. The model / view pattern
    • 3.2.1. General principle
    • 3.2.2. MATRIX model / view implementation
  • 3.3. Components implementation
    • 3.3.1. Picture Fetcher
      • 3.3.1.1. Interface with the gphoto2 command-line interface
      • 3.3.1.2. Active watching of the camera
      • 3.3.1.3. Camera locking
    • 3.3.2. Picture Manager
      • 3.3.2.1. Picture model
      • 3.3.2.2. Picture model’s items : Picture
      • 3.3.2.3. Picture manager
    • 3.3.3. Workspace Manager
    • 3.3.4. Reconstruction Manager
      • 3.3.4.1. Interface with the openMVG command line
      • 3.3.4.2. Reconstruction Manager improvements
    • 3.3.5. 3D Rendering Module
      • 3.3.5.1. openGL implementation and .ply reader
      • 3.3.5.2. The QML Plugin
      • 3.3.5.3. Communication between QML and the plugin
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© Copyright 2015, Matthias Benkort, Nicolas Gaborit, Arthur Manoha, Matthieu Pizenberg, Louis Viot.

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