public CvMat Solve()
        {
            // 重心の計算
            CvPoint3D64f fromCenter = new CvPoint3D64f();
            CvPoint3D64f toCenter   = new CvPoint3D64f();
            double       weightSum  = 0;

            foreach (var tuple in _correspondings)
            {
                fromCenter += tuple.Item1 * tuple.Item3;
                toCenter   += tuple.Item2 * tuple.Item3;
                weightSum  += tuple.Item3;
            }
            if (weightSum != 0)
            {
                fromCenter *= 1.0 / weightSum;
                toCenter   *= 1.0 / weightSum;
            }
            // q: quaternion; 4x1
            // fn, tn: from[n], to[n]; 3x1
            // Xn: (tn - fn, (tn+fn)×[1,0,0], (tn+fn)×[0,1,0], (tn+fn)×[0,0,1]); 3x4
            // M: Σi(Xi^t Wi Xi); 4x4
            // Wi: I; 3x3
            // J = q^t Mq -> min

            // 最小二乗法
            using (CvMat M = new CvMat(4, 4, MatrixType.F64C1))
            {
                M.Zero();
                foreach (var tuple in _correspondings)
                {
                    // 重心からの距離
                    CvPoint3D64f fromVector = tuple.Item1 - fromCenter;
                    CvPoint3D64f toVector   = tuple.Item2 - toCenter;

                    using (CvMat Xi = new CvMat(3, 4, MatrixType.F64C1))
                    {
                        CvPoint3D64f diff   = toVector - fromVector;
                        CvPoint3D64f sum    = toVector + fromVector;
                        CvPoint3D64f second = CvEx.Cross(sum, new CvPoint3D64f(1, 0, 0));
                        CvPoint3D64f third  = CvEx.Cross(sum, new CvPoint3D64f(0, 1, 0));
                        CvPoint3D64f fourth = CvEx.Cross(sum, new CvPoint3D64f(0, 0, 1));
                        CvEx.FillCvMat(Xi, new double[] { diff.X, second.X, third.X, fourth.X, diff.Y, second.Y, third.Y, fourth.Y, diff.Z, second.Z, third.Z, fourth.Z });
                        using (CvMat XiTranspose = Xi.Transpose())
                            using (CvMat addend = XiTranspose * Xi * tuple.Item3)
                            {
                                M.Add(addend, M);
                            }
                    }
                }
                using (CvMat MTemp = CvEx.CloneCvMat(M))
                    using (CvMat eVals = new CvMat(4, 1, MatrixType.F64C1))
                        using (CvMat eVects = new CvMat(4, 4, MatrixType.F64C1))
                        {
                            //Cv.EigenVV(MTemp, eVects, eVals, 0.000001);
                            Cv.SVD(MTemp, eVals, eVects, null, SVDFlag.U_T | SVDFlag.ModifyA);
                            int minEIndex = 3;

                            /*
                             * if (false)
                             * {
                             *  double minE = double.MaxValue;
                             *  for (int i = 0; i < 4; i++)
                             *  {
                             *      double eVal = Math.Abs(eVals[i, 0]);
                             *      if (eVal < minE)
                             *      {
                             *          minE = eVal;
                             *          minEIndex = i;
                             *      }
                             *  }
                             * }
                             */
                            CvMat ret = new CvMat(4, 4, MatrixType.F64C1);
                            ret.Zero();
                            ret[3, 3] = 1.0;
                            CvMat rotateConversion;

                            /*
                             * if (false)
                             * {
                             *  // こっちの変換はほとんど恒等のときに誤差が大きい
                             *  CvMat q = eVects.GetRow(minEIndex);
                             *
                             *  // クォータニオンから回転ベクトルを計算
                             *  double theta = Math.Acos(q[0, 0]) * 2;
                             *  double sin = Math.Sin(theta / 2);
                             *  CvPoint3D64f rot = new CvPoint3D64f(q[0, 1] / sin * theta, q[0, 2] / sin * theta, q[0, 3] / sin * theta);
                             *  // 回転ベクトルから回転行列を計算
                             *  ret.GetSubRect(out rotateConversion, new CvRect(0, 0, 3, 3));
                             *  using (CvMat rotVector = new CvMat(1, 3, MatrixType.F64C1))
                             *  {
                             *      rotVector[0, 0] = rot.X;
                             *      rotVector[0, 1] = rot.Y;
                             *      rotVector[0, 2] = rot.Z;
                             *      Cv.Rodrigues2(rotVector, rotateConversion);
                             *  }
                             * }
                             * else
                             * {*/
                            CvMat rotationMat = CvEx.QuaternionToMat3D(eVects[minEIndex, 0], eVects[minEIndex, 1], eVects[minEIndex, 2], eVects[minEIndex, 3]);
                            ret.GetSubRect(out rotateConversion, new CvRect(0, 0, 3, 3));
                            rotationMat.Copy(rotateConversion);
                            //}
                            // 回転後の重心の並進成分の計算
                            using (CvMat fromCenterMat = new CvMat(3, 1, MatrixType.F64C1))
                            {
                                CvEx.FillCvMat(fromCenterMat, new double[] { fromCenter.X, fromCenter.Y, fromCenter.Z });
                                using (CvMat rotFromCenterMat = rotateConversion * fromCenterMat)
                                {
                                    CvPoint3D64f rotFromCenter = new CvPoint3D64f(rotFromCenterMat[0, 0], rotFromCenterMat[1, 0], rotFromCenterMat[2, 0]);
                                    CvPoint3D64f offset        = toCenter - rotFromCenter;

                                    ret[0, 3] = offset.X;
                                    ret[1, 3] = offset.Y;
                                    ret[2, 3] = offset.Z;

                                    return(ret);
                                }
                            }
                        }
            }
        }