Notes
Slide Show
Outline
1
Announcements
    • Project 2 extension:  Friday, Feb 8
    • Project 2 help session:  today at 5:30 in Sieg 327


2
Projective geometry
  • Readings
    • Mundy, J.L. and Zisserman, A., Geometric Invariance in Computer Vision, Appendix: Projective Geometry for Machine Vision, MIT Press, Cambridge, MA, 1992,
      (read  23.1 - 23.5, 23.10)
      • available online:  http://www.cs.cmu.edu/~ph/869/papers/zisser-mundy.pdf
3
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
4
Applications of projective geometry
5
Measurements on planes


6
Image rectification


7
Solving for homographies
8
Solving for homographies
9
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
10
Projective lines
  • What does a line in the image correspond to in projective space?
11
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

12
Ideal points and lines
  • Ideal point (“point at infinity”)
    • p @ (x, y, 0) – parallel to image plane
    • It has infinite image coordinates
13
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
14
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
15
3D to 2D:  “perspective” projection
  • Matrix Projection:
16
Vanishing points (2D)
17
Vanishing points
  • Properties
    • Any two parallel lines have the same vanishing point v
    • The ray from C through v is parallel to the lines
    • An image may have more than one vanishing point
      • in fact every pixel is a potential vanishing point
18
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
19
Vanishing lines
  • Multiple Vanishing Points
    • Different planes define different vanishing lines
20
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¥
21
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
      • points higher than C project above l
    • Provides way of comparing height of objects in the scene
22
 
23
Fun with vanishing points
24
Perspective cues
25
Perspective cues
26
Perspective cues
27
Comparing heights
28
Measuring height
29
Computing vanishing points (from lines)
  • Intersect p1q1 with p2q2
30
Measuring height without a ruler
31
The cross ratio
  • A Projective Invariant
    • Something that does not change under projective transformations (including perspective projection)
32
Measuring height
33
Measuring height
34
Measuring height
35
Computing (X,Y,Z) coordinates
  • Okay, we know how to compute height (Z coords)
    • how can we compute X, Y?
36
3D Modeling from a photograph
37
Camera calibration
  • Goal:  estimate the camera parameters
    • Version 1:  solve for projection matrix
38
Vanishing points and projection matrix
39
Calibration using a reference object
  • Place a known object in the scene
    • identify correspondence between image and scene
    • compute mapping from scene to image










40
Chromaglyphs
41
Estimating the projection matrix
  • Place a known object in the scene
    • identify correspondence between image and scene
    • compute mapping from scene to image










42
Direct linear calibration
43
Direct linear calibration
44
Direct linear calibration
  • Advantage:
    • Very simple to formulate and solve

  • Disadvantages:
    • Doesn’t tell you the camera parameters
    • Doesn’t model radial distortion
    • Hard to impose constraints (e.g., known focal length)
    • Doesn’t minimize the right error function

45
Alternative:  multi-plane calibration
46
Some Related Techniques
  • Image-Based Modeling and Photo Editing
    • Mok et al., SIGGRAPH 2001
    • http://graphics.csail.mit.edu/ibedit/

  • Single View Modeling of Free-Form Scenes
    • Zhang et al., CVPR 2001
    • http://grail.cs.washington.edu/projects/svm/


  • Tour Into The Picture
    • Anjyo et al., SIGGRAPH 1997
    • http://koigakubo.hitachi.co.jp/little/DL_TipE.html