Notes
Slide Show
Outline
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Announcements
    • Panorama signups
    • Panorama project issues?
    • Nalwa handout


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Projective geometry
  • 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. 463-534  (for this week, read  23.1 - 23.5, 23.10)
      • available online:  http://www.cs.cmu.edu/~ph/869/papers/zisser-mundy.pdf
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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
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Applications of projective geometry
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Measurements on planes


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Image rectification


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Solving for homographies
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Solving for homographies
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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
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Projective lines
  • What is a line in projective space?
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Point and line duality
    • A line l is a homogeneous 3-vector
    • It is ^ to every point (ray) p on the line:  l p=0

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Ideal points and lines
  • 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
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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
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3D to 2D:  “perspective” projection
  • Matrix Projection:
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Vanishing points
  • Vanishing point
    • projection of a point at infinity
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Vanishing points (2D)
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Vanishing points
  • 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
  • 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 P¥
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Computing vanishing lines
  • 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
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Measuring height
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Computing vanishing points (from lines)
  • Intersect p1q1 with p2q2
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Measuring height without a ruler
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The cross ratio
  • A Projective Invariant
    • Something that does not change under projective transformations (including perspective projection)
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Measuring height
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Measuring height
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Measuring height
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Measurements within reference plane
  • Solve for homography H relating reference plane to image plane
    • H maps reference plane (X,Y) coords to image plane (x,y) coords
    • Fully determined from 4 known points on ground plane
      • Option A:  physically measure 4 points on ground
      • Option B:  find a square, guess the dimensions
      • Option C:  Note  H = columns 1,2,4 projection matrix
        • derive on board
    • Given (x, y), can find (X,Y) by H-1
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Criminisi et al., ICCV 99
  • Complete approach
    • Load in an image
    • Click on lines parallel to X axis
      • repeat for Y, Z axes
    • Compute vanishing points
    • Specify 3D and 2D positions of 4 points on reference plane
    • Compute homography H
    • Specify a reference height
    • Compute 3D positions of several points
    • Create a 3D model from these points
    • Extract texture maps
    • Output a VRML model
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Vanishing points and projection matrix
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3D Modeling from a photograph
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3D Modeling from a photograph
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Camera calibration
  • Goal:  estimate the camera parameters
    • Version 1:  solve for projection matrix
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Calibration:  Basic Idea
  • Place a known object in the scene
    • identify correspondence between image and scene
    • compute mapping from scene to image










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Chromaglyphs
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Estimating the Projection Matrix
  • Place a known object in the scene
    • identify correspondence between image and scene
    • compute mapping from scene to image










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Direct Linear Calibration
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Direct Linear Calibration
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Direct linear calibration
  • Advantages:
    • Very simple to formulate and solve
    • Once you know the projection matrix, can compute intrinsics and extrinsics using matrix factorizations
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Alternative:  Multi-plane calibration
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Summary
  • Things to take home from this lecture
    • Homogeneous coordinates and their geometric intuition
    • Homographies
    • Points and lines in projective space
      • projective operations: line intersection, line containing two points
      • ideal points and lines (at infinity)
    • Vanishing points and lines and how to compute them
    • Single view measurement
      • within a reference plane
      • height
    • Cross ratio
    • Camera calibration
      • using vanishing points
      • direct linear method