Announcements
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Panorama signups |
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Panorama project issues? |
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Nalwa handout |
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Projective geometry
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Readings |
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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) |
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available online: http://www.cs.cmu.edu/~ph/869/papers/zisser-mundy.pdf |
Projective
geometry—what’s it good for?
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Uses of projective geometry |
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Drawing |
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Measurements |
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Mathematics for projection |
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Undistorting images |
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Focus of expansion |
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Camera pose estimation, match move |
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Object recognition |
Applications of
projective geometry
Measurements on planes
Image rectification
Solving for homographies
Solving for homographies
The projective plane
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Why do we need homogeneous coordinates? |
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represent points at infinity,
homographies, perspective projection, multi-view relationships |
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What is the geometric intuition? |
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a point in the image is a ray in
projective space |
Projective lines
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What is a line in projective space? |
Point and line duality
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A line l is a homogeneous 3-vector |
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It is ^ to every point (ray) p on
the line: l p=0 |
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Ideal points and lines
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Ideal point (“point at infinity”) |
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p @ (x, y, 0) – parallel to
image plane |
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It has infinite image coordinates |
Homographies of points
and lines
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Computed by 3x3 matrix multiplication |
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To transform a point: p’ = Hp |
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To transform a line: lp=0 ® l’p’=0 |
3D projective geometry
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These concepts generalize naturally to
3D |
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Homogeneous coordinates |
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Projective 3D points have four
coords: P = (X,Y,Z,W) |
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Duality |
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A plane N is also represented by a
4-vector |
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Points and planes are dual in 3D: N P=0 |
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Projective transformations |
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Represented by 4x4 matrices T: P’ = TP,
N’ = N T-1 |
3D to 2D: “perspective” projection
Vanishing points
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Vanishing point |
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projection of a point at infinity |
Vanishing points (2D)
Vanishing points
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Properties |
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Any two parallel lines have the same
vanishing point |
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The ray from C through v point is
parallel to the lines |
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An image may have more than one
vanishing point |
Vanishing lines
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Multiple Vanishing Points |
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Any set of parallel lines on the plane
define a vanishing point |
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The union of all of these vanishing
points is the horizon line |
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also called vanishing line |
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Note that different planes define
different vanishing lines |
Vanishing lines
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Multiple Vanishing Points |
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Any set of parallel lines on the plane
define a vanishing point |
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The union of all of these vanishing
points is the horizon line |
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also called vanishing line |
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Note that different planes define
different vanishing lines |
Computing vanishing
points
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Properties |
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P¥ is a point at infinity, v
is its projection |
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They depend only on line direction |
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Parallel lines P0 + tD, P1
+ tD intersect at P¥ |
Computing vanishing lines
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Properties |
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l is intersection of horizontal plane
through C with image plane |
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Compute l from two sets of parallel
lines on ground plane |
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All points at same height as C project
to l |
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Provides way of comparing height of
objects in the scene |
Fun with vanishing points
Perspective cues
Perspective cues
Perspective cues
Comparing heights
Measuring height
Computing vanishing
points (from lines)
Measuring height without
a ruler
The cross ratio
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A Projective Invariant |
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Something that does not change under
projective transformations (including perspective projection) |
Measuring height
Measuring height
Measuring height
Measurements within
reference plane
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Solve for homography H relating
reference plane to image plane |
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H maps reference plane (X,Y) coords to
image plane (x,y) coords |
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Fully determined from 4 known points on
ground plane |
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Option A: physically measure 4 points on ground |
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Option B: find a square, guess the dimensions |
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Option C: Note
H = columns 1,2,4 projection matrix |
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derive on board |
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Given (x, y), can find (X,Y) by H-1 |
Criminisi et al., ICCV 99
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Complete approach |
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Load in an image |
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Click on lines parallel to X axis |
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repeat for Y, Z axes |
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Compute vanishing points |
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Specify 3D and 2D positions of 4 points
on reference plane |
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Compute homography H |
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Specify a reference height |
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Compute 3D positions of several points |
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Create a 3D model from these points |
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Extract texture maps |
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Output a VRML model |
Vanishing points and
projection matrix
3D Modeling from a
photograph
3D Modeling from a
photograph
Camera calibration
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Goal:
estimate the camera parameters |
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Version 1: solve for projection matrix |
Calibration: Basic Idea
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Place a known object in the scene |
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identify correspondence between image
and scene |
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compute mapping from scene to image |
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Chromaglyphs
Estimating the Projection
Matrix
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Place a known object in the scene |
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identify correspondence between image
and scene |
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compute mapping from scene to image |
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Direct Linear Calibration
Direct Linear Calibration
Direct linear calibration
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Advantages: |
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Very simple to formulate and solve |
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Once you know the projection matrix,
can compute intrinsics and extrinsics using matrix factorizations |
Alternative: Multi-plane calibration
Summary
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Things to take home from this lecture |
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Homogeneous coordinates and their
geometric intuition |
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Homographies |
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Points and lines in projective space |
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projective operations: line
intersection, line containing two points |
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ideal points and lines (at infinity) |
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Vanishing points and lines and how to
compute them |
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Single view measurement |
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within a reference plane |
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height |
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Cross ratio |
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Camera calibration |
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using vanishing points |
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direct linear method |
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