1
|
- Project 3 went out on Monday
|
2
|
- 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
- Forsyth, Chapter 3
|
3
|
- Uses of projective geometry
- Drawing
- Measurements
- Mathematics for projection
- Undistorting images
- Focus of expansion
- Camera pose estimation, match move
- Object recognition
|
4
|
|
5
|
|
6
|
|
7
|
|
8
|
|
9
|
- 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
|
- What does a line in the image correspond to in projective space?
|
11
|
- A line l is a homogeneous 3-vector
- It is ^ to every point (ray) p
on the line: l p=0
|
12
|
- Ideal point (“point at infinity”)
- p @ (x, y, 0) – parallel to
image plane
- It has infinite image coordinates
|
13
|
- Computed by 3x3 matrix multiplication
- To transform a point: p’ = Hp
- To transform a line: lp=0 ® l’p’=0
|
14
|
- 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
|
|
16
|
- Vanishing point
- projection of a point at infinity
|
17
|
|
18
|
- 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
|
19
|
- 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
|
20
|
- 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
|
21
|
- 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¥
|
22
|
- 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
|
23
|
|
24
|
|
25
|
|
26
|
|
27
|
|
28
|
|
29
|
|
30
|
|
31
|
|
32
|
- A Projective Invariant
- Something that does not change under projective transformations
(including perspective projection)
|
33
|
|
34
|
|
35
|
|
36
|
- 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 (this works assuming Z = 0)
- Given (x, y), can find (X,Y) by H-1
|
37
|
- Complete approach
- Load in an image
- Click on lines parallel to X axis
- 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
|
38
|
|
39
|
|
40
|
|
41
|
- Goal: estimate the camera
parameters
- Version 1: solve for projection
matrix
|
42
|
- Place a known object in the scene
- identify correspondence between image and scene
- compute mapping from scene to image
|
43
|
|
44
|
- Place a known object in the scene
- identify correspondence between image and scene
- compute mapping from scene to image
|
45
|
|
46
|
|
47
|
- Advantages:
- Very simple to formulate and solve
- Once you know the projection matrix, can compute intrinsics and
extrinsics using matrix factorizations
|
48
|
|