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Projective Transformations for Image Transition Animations
Planar surfaces are related by projective transformation TzuYen Wong, Peter Kovesi & Amitava Datta School of Computer Science & Software Engineering The University of Western Australia
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Objective 1 Inputs – 2D images + quadrilateral pairs
Output – smooth transition Novelty – perspective correctness Approach – decomposing homography Issue – Normalisation
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Objective 2 Inputs – 2D shapes + multiple quadrilateral pairs
Output – smooth transition Novelty – good shape interpolation with few primitives Approach – force equilibrium scheme for alignment
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Motivation Image transition animations usually use affine transformations on triangle patches. (6 DOF) Eg. image morphing, shape interpolation Igarashi, T., Moscovich, T., and Hughes, J. F. As-rigid-as-possible shape manipulation. In ACM Transactions on Graphics, SIGGRAPH 2005, ACM Press, 2005. Transformation of image patches is a common requirement for 2D transition animations such as shape interpolation and image morphing. It is usually done by applying affine transformations to triangular patches. However, the affine transformation does not model the perspective transformation frequently found in images. Hence, such techniques can only produce approximate results and usually use an excessively large number of triangles to compensate for this shortcoming. This paper proposes the application of projective transformations on quadrilateral image patches as a solution to this problem.
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Motivation Image transition animations usually use affine transformations on triangle patches. (6 DOF) Eg. image morphing, shape interpolation Perspective effect is not modelled (requires 8 DOF) Approximated results large number of triangles Transformation of image patches is a common requirement for 2D transition animations such as shape interpolation and image morphing. It is usually done by applying affine transformations to triangular patches. However, the affine transformation does not model the perspective transformation frequently found in images. Hence, such techniques can only produce approximate results and usually use an excessively large number of triangles to compensate for this shortcoming. This paper proposes the application of projective transformations on quadrilateral image patches as a solution to this problem.
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Motivation Image transition animations usually use affine transformations on triangle patches. (6 DOF) Eg. image morphing, shape interpolation Perspective effect is not modelled (requires 8 DOF) Approximated results large number of triangles Propose: projective transformations (8 DOF) on quadrilateral image patches as a solution Transformation of image patches is a common requirement for 2D transition animations such as shape interpolation and image morphing. It is usually done by applying affine transformations to triangular patches. However, the affine transformation does not model the perspective transformation frequently found in images. Hence, such techniques can only produce approximate results and usually use an excessively large number of triangles to compensate for this shortcoming. This paper proposes the application of projective transformations on quadrilateral image patches as a solution to this problem.
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Previous work – Affine Transformation
Matrix animation and polar decomposition (Shoemake 1992) Shortcomings of direct interpolations of vertices or matrix elements – shrinking, unpredictable Polar decomposition Affine matrix = rotation + scaling + translation Interpolate the angle of rotation produces good result Close form solution for least distortion affine interpolation of multiple triangles quality of the transition strongly depends on avoiding having irregular triangles in the mesh through complex isomorphic dissections. K. Shoemake and T. Duff. Matrix animation and polar decomposition. In Proceedings of the conference on Graphics interface ’92, pages 258–264, San Francisco, CA, USA, Morgan Kaufmann Publishers Inc.
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Previous work – Affine Transformation
Matrix animation and polar decomposition (Shoemake 1992) Interpolation using Vertex positions Matrix elements rotation angle + scaling + translation Close form solution for least distortion affine interpolation of multiple triangles quality of the transition strongly depends on avoiding having irregular triangles in the mesh through complex isomorphic dissections.
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Previous work – Affine Transformation
As-rigid-as-possible shape interpolation (Alexa 2000) Close form solution for least distortion affine interpolation of multiple triangles Triangles disconnect from each other in rigid interpolation Find the vertices of connected triangles which have transformation matrices that are closest to the transformation matrices of the vertices of disconnected rigid interpolation Close form solution for least distortion affine interpolation of multiple triangles quality of the transition strongly depends on avoiding having irregular triangles in the mesh through complex isomorphic dissections. M. Alexa, D. Cohen-Or, and D. Levin. As-rigid-as-possible shape interpolation. In K. Akeley, editor, Siggraph 2000, Computer Graphics Proceedings, pages 157–164. ACM Press/Addison-Wesley Publishing Co., 2000.
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Previous work – Affine Transformation
As-rigid-as-possible shape interpolation (Alexa 2000) Close form solution for least distortion affine interpolation of multiple triangles Quality of the transition strongly depends on avoiding having irregular triangles through complex isomorphic dissections. Close form solution for least distortion affine interpolation of multiple triangles quality of the transition strongly depends on avoiding having irregular triangles in the mesh through complex isomorphic dissections. M. Alexa, D. Cohen-Or, and D. Levin. As-rigid-as-possible shape interpolation. In K. Akeley, editor, Siggraph 2000, Computer Graphics Proceedings, pages 157–164. ACM Press/Addison-Wesley Publishing Co., 2000.
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Previous work – Projective Transformation
Other projectively correct interpolation 2D View morphing (Seitz 1996, Xiao 2004) I1 ^ I2 Prewarping Ca Ia ^ Morphing Ia Postwarping X C1 C2 I1 I2
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Previous work – Projective Transformation
Other projectively correct interpolation 2D View morphing (Seitz 1996, Xiao 2004) Prewarp for parallel view interpolation Postwarp is manual or with affine approximation X C1 C2 I1 I2 ^ Ca Ia
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Previous work – Projective Transformation
Other projectively correct interpolation 2D View morphing (Seitz 1996, Xiao 2004) Prewarp for parallel view interpolation Postwarp is manual or with affine approximation 3D graphics Interpolate planar surfaces in 3D Required 3D information
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Method overview Source quadrilateral Target quadrilateral
Decomposition of projective matrix, H (homography) perspective + rotation + scaling + translation Last row of homography – vanishing line vector
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Projective matrix decomposition
Normalised Homography decomposed into Perspective Axis alignment Scaling Rotation Translation
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Projective matrix decomposition
Normalised Homography decomposed into Perspective Axis alignment Scaling Rotation Translation
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Projective matrix decomposition
Normalised Homography decomposed into Perspective Axis alignment Scaling Rotation Translation Singular Value Decomposition (SVD)
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Projective matrix Interpolation
Interpolation with Identity matrix Perspective - Interpolation of vanishing line vector Find the axis of rotation and interpolate angle
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Projective matrix Interpolation
Interpolation with Identity matrix Perspective - Interpolation of vanishing line vector Find the axis of rotation and interpolate angle Rotation - Interpolation of angle (q) Scaling & Translation - linear interpolation Sa = (1-a)I + aS Axis alignment - no interpolation
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Normalisation issues Vanishing line normalisation
Arbitrary scaled homography hH Set , unit magnitude vanishing line Avoid having two scaling interpolations as the combination is non-linear and creates visual artefact
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Normalisation issues Vanishing line normalisation
Arbitrary scaled homography hH Set , unit magnitude vanishing line Avoid having two scaling interpolations as the combination is non-linear and creates visual artefact Example: Scaling of P : Scaling of S : Combination:
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Normalisation issues Vanishing line normalisation
Arbitrary scaled homography hH Set , unit magnitude vanishing line Avoid having two scaling interpolations as the combination is non-linear and creates visual artefact Example: Scaling of P : 1.0 2.0 Scaling of S : 1.0 0.5 Combination:
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Normalisation issues Vanishing line normalisation
Arbitrary scaled homography hH Set , unit magnitude vanishing line Avoid having two scaling interpolations as the combination is non-linear and creates visual artefact Example: Scaling of P : 1.0 2.0 Scaling of S : 1.0 0.5 Combination: 1.0 1.08 1.12 1.12 1.08 1.0 >
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Normalisation issues Translation and scale of source quadrilateral affect the vanishing line vector Translation normalisation of source quadrilateral The source points are translated to be centered at the origin before computing the homography Scale normalisation of source quadrilateral Only excessive scaling creates undesirable results
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Normalisation issues Examples (a) Perspectively correct transition
(b) Source translated away from origin (75% of object size) (c) Source scaled down (coordinate magnitudes ~ 0.1) (d) Vanishing line vector with magnitude = 10.
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Shape interpolation with multiple quadrilaterals
Replace affine interpolation of triangles physical correctness of projective transformation smaller number of primitives Disconnected boundaries among vertices of different intermediate quadrilaterals Force-equilibrium scheme to enforce boundary connectivity The projective interpolation of quadrilaterals can be used as a primitive where triangles are traditionally used, such as in image transition applications. It has the advantages of preserving the physical correctness of projective transformation and requiring a smaller number of primitives. Similar to triangle interpolation, the interpolation of adjacent quadrilaterals suffer from disconnected boundaries when they have different transformations. We propose a closed form force-equilibrium post processing scheme to line up the disconnected intermediate adjacent quadrilaterals and to minimise distortions.
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Shape interpolation with multiple quadrilaterals
Force on each quad vertex position Example i = 1 translation The projective interpolation of quadrilaterals can be used as a primitive where triangles are traditionally used, such as in image transition applications. It has the advantages of preserving the physical correctness of projective transformation and requiring a smaller number of primitives. Similar to triangle interpolation, the interpolation of adjacent quadrilaterals suffer from disconnected boundaries when they have different transformations. We propose a closed form force-equilibrium post processing scheme to line up the disconnected intermediate adjacent quadrilaterals and to minimise distortions.
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Shape interpolation with multiple quadrilaterals
Force on each quad At force equilibrium, all Fi = 0 With Nq equations, C Teq = Fp (close form solution) The projective interpolation of quadrilaterals can be used as a primitive where triangles are traditionally used, such as in image transition applications. It has the advantages of preserving the physical correctness of projective transformation and requiring a smaller number of primitives. Similar to triangle interpolation, the interpolation of adjacent quadrilaterals suffer from disconnected boundaries when they have different transformations. We propose a closed form force-equilibrium post processing scheme to line up the disconnected intermediate adjacent quadrilaterals and to minimise distortions.
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Results
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Results Non-rigid object shape interpolation
a) Projective interpolation with quadrilaterals b) Alexa’s as-rigid-as-possible affine interpolation with triangles.
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Results Non-rigid object shape interpolation
a) Projective interpolation with quadrilaterals b) Alexa’s as-rigid-as-possible affine interpolation with triangles.
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Results Rigid object shape interpolation
a) Projective interpolation with quadrilaterals b) Alexa’s as-rigid-as-possible affine interpolation with triangles.
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Results Projective interpolation applied on a real image
5 pairs of separate homographies for 5 planar surfaces H1 H2 H3 H4 H5
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Results Projective interpolation applied on a real image
5 pairs of separate homographies for 5 planar surfaces
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Results Projective shape interpolation –
da Vinci’s Vitruvian Man to Coyote
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Results Projective shape interpolation –
da Vinci’s Vitruvian Man to Coyote
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Conclusions Enable perspectively correct interpolation of image patches, without 3D information. Improve interpolation results by normalisation of homography and source points position Enable quadrilaterals to be used as primitives for shape interpolation and morphing applications. In this paper, we successfully extend matrix decomposition and interpolation techniques so that, rather than just being applicable to affine transformation, they can be also applied to general projective transformation. This enables perspectively correct interpolation of image patches to be generated without 3D information. We suggest normalisation of the projective matrix before decomposition and position normalisation of the source points for better interpolation results. We present an efficient force-equilibrium method to handle disconnected intermediate quadrilaterals and enable quadrilaterals to be used as primitives for more complex shape interpolation and morphing applications. Future research directions include the optimisation of the source position for optimal interpolation and exploration of applications of this technique for shape interpolation and image morphing.
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Future Work Optimisation of the source position for optimal interpolation Exploration of applications of this technique besides shape interpolation and image morphing. In this paper, we successfully extend matrix decomposition and interpolation techniques so that, rather than just being applicable to affine transformation, they can be also applied to general projective transformation. This enables perspectively correct interpolation of image patches to be generated without 3D information. We suggest normalisation of the projective matrix before decomposition and position normalisation of the source points for better interpolation results. We present an efficient force-equilibrium method to handle disconnected intermediate quadrilaterals and enable quadrilaterals to be used as primitives for more complex shape interpolation and morphing applications. Future research directions include the optimisation of the source position for optimal interpolation and exploration of applications of this technique for shape interpolation and image morphing.
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Projective Transformations for Image Transition Animations
Enable perspectively correct interpolation of image patches, without 3D information Improve interpolation results by normalisation of homography and source points position Enable quadrilaterals to be used as primitives for shape interpolation and morphing applications TzuYen Wong, Peter Kovesi & Amitava Datta
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