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Announcements list – let me know if you have NOT been getting mail Assignment hand in procedure web page at least 3 panoramas: (1) sample sequence, (2) w/Kaidan, (3) handheld hand procedure will be posted online Readings for Monday (via web site) Seminar on Thursday, Jan 18 Ramin Zabih: “Energy Minimization for Computer Vision via Graph Cuts “ Correction to radial distortion term
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Projective geometry Readings
Ames Room Readings Mundy, J.L. and Zisserman, A., Geometric Invariance in Computer Vision, Chapter 23: Appendix: Projective Geometry for Machine Vision, MIT Press, Cambridge, MA, 1992, pp (for this week, read , 23.10) available online:
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Projective geometry—what’s it good for?
Uses of projective geometry Drawing Measurements Mathematics for projection Undistorting images Focus of expansion Camera pose estimation, match move Object recognition via invariants Today: single-view projective geometry Projective representation Point-line duality Vanishing points/lines Homographies The Cross-Ratio Later: multi-view geometry
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Applications of projective geometry
Vermeer’s Music Lesson Criminisi et al., “Single View Metrology”, ICCV 1999 Other methods Horry et al., “Tour Into the Picture”, SIGGRAPH 96 Shum et al., CVPR 98 ...
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Measurements on planes
1 2 3 4 Approach: unwarp then measure What kind of warp is this? A Homography
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Image rectification To unwarp (rectify) an image p’ p
solve for homography H given p and p’ solve equations of the form: wp’’ = Hp linear in unknowns: w and coefficients of H H is defined up to an arbitrary scale factor can assume H[2,2] = 1 how many points are necessary to solve for H? work out on board
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The projective plane Why do we need homogeneous coordinates?
represent points at infinity, homographies, perspective projection, multi-view relationships What is the geometric intuition? a point in the image is a ray in projective space image plane (x,y,1) y (sx,sy,s) (0,0,0) x z Each point (x,y) on the plane is represented by a ray (sx,sy,s) all points on the ray are equivalent: (x, y, 1) (sx, sy, s)
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Projective lines What is a line in projective space? l p
A line is a plane of rays through origin all rays (x,y,z) satisfying: ax + by + cz = 0 A line is also represented as a homogeneous 3-vector l l p
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Point and line duality What is the line l spanned by rays p1 and p2 ?
A line l is a homogeneous 3-vector (a ray) It is to every point (ray) p on the line: l p=0 l l1 l2 p p2 p1 What is the line l spanned by rays p1 and p2 ? l is to p1 and p2 l = p1 p2 l is the plane normal What is the intersection of two lines l1 and l2 ? p is to l1 and l2 p = l1 l2 Points and lines are dual in projective space every property of points also applies to lines
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Ideal points and lines Ideal line Ideal point (“point at infinity”)
l (a, b, 0) – parallel to image plane Corresponds to a line in the image (finite coordinates) (a,b,0) y x z image plane (sx,sy,0) y x z image plane Ideal point (“point at infinity”) p (x, y, 0) – parallel to image plane It has infinite image coordinates
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Homographies of points and lines
Computed by 3x3 matrix multiplication To transform a point: p’ = Hp To transform a line: lp=0 l’p’=0 0 = lp = lH-1Hp = lH-1p’ l’ = lH-1 lines are transformed by premultiplication of H-1
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3D projective geometry These concepts generalize naturally to 3D
Homogeneous coordinates Projective 3D points have four coords: P = (X,Y,Z,W) Duality A plane N is also represented by a 4-vector Points and planes are dual in 3D: N P=0 Projective transformations Represented by 4x4 matrices T: P’ = TP, N’ = N T-1 However Can’t use cross-products in 4D. We need new tools Grassman-Cayley Algebra generalization of cross product, allows interactions between points, lines, and planes via “meet” and “join” operators Won’t get into this stuff today
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3D to 2D: “Perspective” Projection
Matrix Projection: Preserves Lines Incidence Does not preserve Lengths Angles Parallelism
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Vanishing Points Vanishing point projection of a point at infinity
image plane vanishing point camera center ground plane Vanishing point projection of a point at infinity
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Vanishing Points (2D) image plane vanishing point camera center
line on ground plane
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Vanishing Points Properties
image plane vanishing point V line on ground plane camera center C line on ground plane Properties Any two parallel lines have the same vanishing point The ray from C through v point is parallel to the lines An image may have more than one vanishing point
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Vanishing Lines Multiple Vanishing Points
Any set of parallel lines on the plane define a vanishing point The union of all of these vanishing points is the horizon line also called vanishing line Note that different planes define different vanishing lines
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Vanishing Lines Multiple Vanishing Points
Any set of parallel lines on the plane define a vanishing point The union of all of these vanishing points is the horizon line also called vanishing line Note that different planes define different vanishing lines
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Computing Vanishing Points
D Properties P is a point at infinity, v is its projection They depend only on line direction Parallel lines P0 + tD, P1 + tD intersect at X
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Computing Vanishing Lines
ground plane Properties l is intersection of horizontal plane through C with image plane Compute l from two sets of parallel lines on ground plane All points at same height as C project to l Provides way of comparing height of objects in the scene
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Fun With Vanishing Points
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Perspective Cues
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Perspective Cues
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Perspective Cues
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Comparing Heights Vanishing Point
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Measuring Height 5.4 1 2 3 4 5 3.3 Camera height 2.8
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Measuring Height Without a Ruler
Y C ground plane Compute Y from image measurements Need more than vanishing points to do this
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The Cross Ratio The Cross-Ratio of 4 Collinear Points P4 P3 P2 P1
A Projective Invariant Something that does not change under projective transformations (including perspective projection) P1 P2 P3 P4 The Cross-Ratio of 4 Collinear Points Can permute the point ordering 4! = 24 different orders (but only 6 distinct values) This is the fundamental invariant of projective geometry
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Measuring Height Scene Cross Ratio Image Cross Ratio
T (top of object) C vZ vL t b Image Cross Ratio L (height of camera on the this line) Y B (bottom of object) ground plane
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Measuring Height Algebraic Derivation Eliminating and yields
reference plane Algebraic Derivation Eliminating and yields Can calculate given a known height in scene
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So Far Can measure Positions within a plane Height More generally—distance between any two parallel planes These capabilities provide sufficient tools for single-view modeling To do: Compute camera projection matrix
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Vanishing Points and Projection Matrix
= vx (X vanishing point) Not So Fast! We only know v’s up to a scale factor Can fully specify by providing 3 reference lengths
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3D Modeling from a Photograph
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3D Modeling from a Photograph
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Conics Conic (= quadratic curve) Defined by matrix equation
Can also be defined using the cross-ratio of lines “Preserved” under projective transformations Homography of a circle is a… 3D version: quadric surfaces are preserved Other interesting properties (Sec in Mundy/Zisserman) Tangency Bipolar lines Silhouettes
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