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3D bounding box orientation #133

@molnarszilard

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@molnarszilard

Hello,
I am interested in using the Kitti360 dataset and I have some questions.

Firstly, what is the structure of the 3D Bounding Boxes? This is how I understand it: for every object, there is a matrix of vertices (basically the corner points of the bounding boxes). This gives us a Bounding box in the origin of the coordinate frame (camera). These bounding boxes are then translated and rotated using the transform matrix. Is this correct?

Are the 3D bounding boxes created using a convention? For example in 2D the DOTA dataset contains 4 points, where the first point represent the front left of the object (or at least in most cases). Does the order of vertices matter in this sense? Or does the transform matrix contain this information? (I am mostly interested if the Bounding Boxes are symmetrical or not? -- does it matter if the rotation is 0 or 180 degrees?)

Thanks

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