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Single-View Modeling
CSCI 455 : Computer Vision
Single-View Modeling
• 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
Ames Room
Roadmap ahead
• The next few lectures will finish up geometry
– Next up is recognition / learning
• We already know about camera geometry &
panoramas
• Coming up
– Single-view modeling (today)
– Two-view geometry
– Multi-view geometry
Ames Room
4
Projective geometry—what’s it good for?
• Uses of projective geometry
– Drawing
– Measurements
– Mathematics for projection
– Undistorting images
– Camera pose estimation
– Object recognition
Paolo Uccello
Applications of projective geometry
Vermeer’s Music Lesson
Reconstructions by Criminisi et al.
Making measurements in images
1 2 3 4
1
2
3
4
Measurements on planes
Approach: unwarp then measure
Homogeneous coordinates and lines
• (X,Y,W) same as (SX,SY,SW)
• Line in projective plane
– ax + by + c = 0
– aX + bY + cW = 0
– uTp = pTu =0
• u = [a,b,c]T and p = [X,Y,W] T
• (x,y) Euclidean = (X/W,Y/W)
• W = 0? Ideal points, points at infinity (X,Y,0)
l
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
p1
p2
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
l1
l2
p
What is the line l spanned by rays p1 and p2 ?
• l is  to p1 and p2  l = p1  p2
• l can be interpreted as a plane normal
Ideal points and lines
• Ideal point (“point at infinity”)
– p  (x, y, 0) – parallel to image plane
– It has infinite image coordinates
(sx,sy,0)-y
x-z image plane
Ideal line
• l  (a, b, 0) – parallel to image plane
(a,b,0)
-y
x
-z image plane
• Corresponds to a line in the image (finite coordinates)
– goes through image origin (principal point)
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
• Three points define a plane, three planes define a point
3D to 2D: perspective projection
Projection: ΠPp 




























1
****
****
****
Z
Y
X
w
wy
wx
Vanishing points (1D)
• Vanishing point
– projection of a point at infinity
– can often (but not always) project to a finite
point in the image
image plane
camera
center
ground plane
vanishing point
camera
center
image plane
ground plane
Vanishing points (2D)
image plane
camera
center
line on ground plane
vanishing point
Vanishing points
• Properties
– Any two parallel lines (in 3D) 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 image point is a potential vanishing point
image plane
camera
center
C
line on ground plane
vanishing point V
line on ground plane
One-point perspective
Two-point perspective
vxvy
Three-point perspective
Questions?
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 (can) define different vanishing
lines
v1 v2
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 (can) define different vanishing
lines
Computing vanishing points
V
DPP t 0
P0
D
Computing vanishing points
• Properties
– P is a point at infinity, v is its projection
– Depends only on line direction
– Parallel lines P0 + tD, P1 + tD intersect at P
V
DPP t 0












































 
0/1
/
/
/
1
Z
Y
X
ZZ
YY
XX
ZZ
YY
XX
t
D
D
D
t
t
DtP
DtP
DtP
tDP
tDP
tDP
PP
 ΠPv
P0
D
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
ground plane
lC
v1 v2l
Fun with vanishing points
Lots of fun with vanishing points
Perspective cues
Perspective cues
Perspective cues
Comparing heights
Vanishing
Point
Measuring height
1
2
3
4
5
5.4
2.8
3.3
Camera height
How high is the camera?
q1
Computing vanishing points (from lines)
• Intersect p1q1 with p2q2
v
p1
p2
q2
Least squares version
• Better to use more than two lines and compute the “closest” point of
intersection
• See notes by Bob Collins for one good way of doing this:
– http://www-2.cs.cmu.edu/~ph/869/www/notes/vanishing.txt
Measuring height
without a ruler
H R
C
Measuring height without a ruler
ground plane
Compute Z from image measurements
• Need more than vanishing points to do this
Z
The cross ratio
• A Projective Invariant
– Something that does not change under projective
transformations (including perspective projection)
P1
P2
P3
P4
1423
2413
PPPP
PPPP


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













1
i
i
i
i
Z
Y
X
P
3421
2431
PPPP
PPPP


vZ
r
t
b
tvbr
rvbt


Z
Z
image cross ratio
Measuring height
B (bottom of object)
T (top of object)
R (reference point)
ground plane
HC
TBR
RBT


scene cross ratio














1
Z
Y
X
P











1
y
x
pscene points represented as image points as
R
H

R
H

R
Finding the vertical (z) vanishing point
Find intersection
of projections of
vertical lines
Measuring height
RH
vz
r
b
t
R
H
Z
Z



tvbr
rvbt
image cross ratio
H
vvx vy
vanishing line (horizon)
b0
t0
vz
r
b
vx vy
vanishing line (horizon)
t0
What if the point on the ground plane b0 is not known?
• Here the person is standing on the box, height of box is known
• Use one side of the box to help find b0 as shown above
b0
t1
b1
Measuring height
v
m0
3D modeling from a photograph
St. Jerome in his Study, H. Steenwick
3D modeling from a photograph
3D modeling from a photograph
Flagellation, Piero della Francesca
3D modeling from a photograph
video by Antonio Criminisi
3D modeling from a photograph
Related problem: camera calibration
• Goal: estimate the camera parameters
– Version 1: solve for 3x4 projection matrix
ΠXx 




























1
****
****
****
Z
Y
X
w
wy
wx
• Version 2: solve for camera parameters separately
– intrinsics (focal length, principal point, pixel size)
– extrinsics (rotation angles, translation)
– radial distortion
Vanishing points and projection matrix









****
****
****
Π  4321 ππππ
1π 2π 3π 4π
 T
00011 Ππ  = vx (X vanishing point)
Z3Y2 ,similarly, vπvπ 
  originworldofprojection10004 
T
Ππ
 ovvvΠ ZYX
Not So Fast! We only know v’s up to a scale factor
 ovvvΠ ZYX cba
• Can fully specify by providing 3 reference points with known coordinates
Calibration using a reference object
• Place a known object in the scene
– identify correspondence between image and scene
– compute mapping from scene to image
Issues
• must know geometry very accurately
• must know 3D->2D correspondence
Chromaglyphs
Courtesy of Bruce Culbertson, HP Labs
http://www.hpl.hp.com/personal/Bruce_Culbertson/ibr98/chromagl.htm
AR codes
ArUco
Estimating the projection matrix
• Place a known object in the scene
– identify correspondence between image and scene
– compute mapping from scene to image
Direct linear calibration
Direct linear calibration
Can solve for mij by linear least squares
• use eigenvector trick that we used for homographies
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 f)
– Doesn’t minimize the right error function
For these reasons, nonlinear methods are preferred
• Define error function E between projected 3D points and image positions
– E is nonlinear function of intrinsics, extrinsics, radial distortion
• Minimize E using nonlinear optimization techniques
Alternative: multi-plane calibration
Images courtesy Jean-Yves Bouguet
Advantage
• Only requires a plane
• Don’t have to know positions/orientations
• Good code available online! (including in OpenCV)
– Matlab version by Jean-Yves Bouget:
http://www.vision.caltech.edu/bouguetj/calib_doc/index.html
– Zhengyou Zhang’s web site: http://research.microsoft.com/~zhang/Calib/
Some Related Techniques
• Image-Based Modeling and Photo Editing
– Mok et al., SIGGRAPH 2001
– http://graphics.csail.mit.edu/graphics/ibedit/
• Single View Modeling of Free-Form Scenes
– Zhang et al., CVPR 2001
– http://grail.cs.washington.edu/projects/svm/index.htm
• Tour Into The Picture
– Anjyo et al., SIGGRAPH 1997
– http://www.mizuno.org/gl/tip/
Single-image depth prediction
Image Depth map
Deep
learning
Questions?

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Computer Vision - Single View

  • 1. Single-View Modeling CSCI 455 : Computer Vision
  • 2. Single-View Modeling • 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 Ames Room
  • 3. Roadmap ahead • The next few lectures will finish up geometry – Next up is recognition / learning • We already know about camera geometry & panoramas • Coming up – Single-view modeling (today) – Two-view geometry – Multi-view geometry
  • 5. Projective geometry—what’s it good for? • Uses of projective geometry – Drawing – Measurements – Mathematics for projection – Undistorting images – Camera pose estimation – Object recognition Paolo Uccello
  • 6. Applications of projective geometry Vermeer’s Music Lesson Reconstructions by Criminisi et al.
  • 8. 1 2 3 4 1 2 3 4 Measurements on planes Approach: unwarp then measure
  • 9. Homogeneous coordinates and lines • (X,Y,W) same as (SX,SY,SW) • Line in projective plane – ax + by + c = 0 – aX + bY + cW = 0 – uTp = pTu =0 • u = [a,b,c]T and p = [X,Y,W] T • (x,y) Euclidean = (X/W,Y/W) • W = 0? Ideal points, points at infinity (X,Y,0)
  • 10. l 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 p1 p2 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 l1 l2 p What is the line l spanned by rays p1 and p2 ? • l is  to p1 and p2  l = p1  p2 • l can be interpreted as a plane normal
  • 11. Ideal points and lines • Ideal point (“point at infinity”) – p  (x, y, 0) – parallel to image plane – It has infinite image coordinates (sx,sy,0)-y x-z image plane Ideal line • l  (a, b, 0) – parallel to image plane (a,b,0) -y x -z image plane • Corresponds to a line in the image (finite coordinates) – goes through image origin (principal point)
  • 12. 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 • Three points define a plane, three planes define a point
  • 13. 3D to 2D: perspective projection Projection: ΠPp                              1 **** **** **** Z Y X w wy wx
  • 14.
  • 15. Vanishing points (1D) • Vanishing point – projection of a point at infinity – can often (but not always) project to a finite point in the image image plane camera center ground plane vanishing point camera center image plane ground plane
  • 16. Vanishing points (2D) image plane camera center line on ground plane vanishing point
  • 17. Vanishing points • Properties – Any two parallel lines (in 3D) 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 image point is a potential vanishing point image plane camera center C line on ground plane vanishing point V line on ground plane
  • 22. 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 (can) define different vanishing lines v1 v2
  • 23. 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 (can) define different vanishing lines
  • 25. Computing vanishing points • Properties – P is a point at infinity, v is its projection – Depends only on line direction – Parallel lines P0 + tD, P1 + tD intersect at P V DPP t 0                                               0/1 / / / 1 Z Y X ZZ YY XX ZZ YY XX t D D D t t DtP DtP DtP tDP tDP tDP PP  ΠPv P0 D
  • 26. 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 ground plane lC v1 v2l
  • 27.
  • 29. Lots of fun with vanishing points
  • 35. q1 Computing vanishing points (from lines) • Intersect p1q1 with p2q2 v p1 p2 q2 Least squares version • Better to use more than two lines and compute the “closest” point of intersection • See notes by Bob Collins for one good way of doing this: – http://www-2.cs.cmu.edu/~ph/869/www/notes/vanishing.txt
  • 37. C Measuring height without a ruler ground plane Compute Z from image measurements • Need more than vanishing points to do this Z
  • 38. The cross ratio • A Projective Invariant – Something that does not change under projective transformations (including perspective projection) P1 P2 P3 P4 1423 2413 PPPP PPPP   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              1 i i i i Z Y X P 3421 2431 PPPP PPPP  
  • 39. vZ r t b tvbr rvbt   Z Z image cross ratio Measuring height B (bottom of object) T (top of object) R (reference point) ground plane HC TBR RBT   scene cross ratio               1 Z Y X P            1 y x pscene points represented as image points as R H  R H  R
  • 40. Finding the vertical (z) vanishing point Find intersection of projections of vertical lines
  • 42. vz r b vx vy vanishing line (horizon) t0 What if the point on the ground plane b0 is not known? • Here the person is standing on the box, height of box is known • Use one side of the box to help find b0 as shown above b0 t1 b1 Measuring height v m0
  • 43. 3D modeling from a photograph St. Jerome in his Study, H. Steenwick
  • 44. 3D modeling from a photograph
  • 45. 3D modeling from a photograph Flagellation, Piero della Francesca
  • 46. 3D modeling from a photograph video by Antonio Criminisi
  • 47. 3D modeling from a photograph
  • 48. Related problem: camera calibration • Goal: estimate the camera parameters – Version 1: solve for 3x4 projection matrix ΠXx                              1 **** **** **** Z Y X w wy wx • Version 2: solve for camera parameters separately – intrinsics (focal length, principal point, pixel size) – extrinsics (rotation angles, translation) – radial distortion
  • 49. Vanishing points and projection matrix          **** **** **** Π  4321 ππππ 1π 2π 3π 4π  T 00011 Ππ  = vx (X vanishing point) Z3Y2 ,similarly, vπvπ    originworldofprojection10004  T Ππ  ovvvΠ ZYX Not So Fast! We only know v’s up to a scale factor  ovvvΠ ZYX cba • Can fully specify by providing 3 reference points with known coordinates
  • 50. Calibration using a reference object • Place a known object in the scene – identify correspondence between image and scene – compute mapping from scene to image Issues • must know geometry very accurately • must know 3D->2D correspondence
  • 51. Chromaglyphs Courtesy of Bruce Culbertson, HP Labs http://www.hpl.hp.com/personal/Bruce_Culbertson/ibr98/chromagl.htm
  • 53. Estimating the projection matrix • Place a known object in the scene – identify correspondence between image and scene – compute mapping from scene to image
  • 55. Direct linear calibration Can solve for mij by linear least squares • use eigenvector trick that we used for homographies
  • 56. 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 f) – Doesn’t minimize the right error function For these reasons, nonlinear methods are preferred • Define error function E between projected 3D points and image positions – E is nonlinear function of intrinsics, extrinsics, radial distortion • Minimize E using nonlinear optimization techniques
  • 57. Alternative: multi-plane calibration Images courtesy Jean-Yves Bouguet Advantage • Only requires a plane • Don’t have to know positions/orientations • Good code available online! (including in OpenCV) – Matlab version by Jean-Yves Bouget: http://www.vision.caltech.edu/bouguetj/calib_doc/index.html – Zhengyou Zhang’s web site: http://research.microsoft.com/~zhang/Calib/
  • 58. Some Related Techniques • Image-Based Modeling and Photo Editing – Mok et al., SIGGRAPH 2001 – http://graphics.csail.mit.edu/graphics/ibedit/ • Single View Modeling of Free-Form Scenes – Zhang et al., CVPR 2001 – http://grail.cs.washington.edu/projects/svm/index.htm • Tour Into The Picture – Anjyo et al., SIGGRAPH 1997 – http://www.mizuno.org/gl/tip/
  • 59. Single-image depth prediction Image Depth map Deep learning