Geometry 1 Perspective model projective geometry Introduction to

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Geometry 1: Perspective model, projective geometry Introduction to Computer Vision Ronen Basri Weizmann Institute

Geometry 1: Perspective model, projective geometry Introduction to Computer Vision Ronen Basri Weizmann Institute of Science

Perspectivity

Perspectivity

Material covered • Pinhole camera model, perspective projection • A taste of projective geometry

Material covered • Pinhole camera model, perspective projection • A taste of projective geometry • Homography (planes, camera rotation) • Two view geometry, general case: • Epipolar geometry, the essential matrix • Camera calibration, the fundamental matrix • Stereo vision • 3 D reconstruction from two views • Multi-view geometry, reconstruction through factorization

Trillion frames per second (Velten, Raskar and Bawendi 2011)

Trillion frames per second (Velten, Raskar and Bawendi 2011)

Camera obscura (“dark room”) "Reinerus Gemma-Frisius, observed an eclipse of the sun at Louvain

Camera obscura (“dark room”) "Reinerus Gemma-Frisius, observed an eclipse of the sun at Louvain on January 24, 1544, and later he used this illustration of the event in his book De Radio Astronomica et Geometrica, 1545. It is thought to be the first published illustration of a camera obscura. . . " (Hammond, John H. , The Camera Obscura, A Chronicle)

Why not use a pinhole camera? • Pinhole cameras are dark • Pinhole too

Why not use a pinhole camera? • Pinhole cameras are dark • Pinhole too big – blurry image • Pinhole too small – diffraction

Lenses

Lenses

Lenses • Lenses collect light from a large hole and direct it to a

Lenses • Lenses collect light from a large hole and direct it to a single point • Overcome the darkness of pinhole cameras • But there is a price • • Focus Radial distortions Chromatic abberations … • Pinhole is useful as a geometric model • Perspective: “perspicere” (latine) – to see through

Pinhole camera model

Pinhole camera model

Perspective projection

Perspective projection

Perspective projection O – Focal center π – Image plane Z – Optical axis

Perspective projection O – Focal center π – Image plane Z – Optical axis f – Focal length

Perspective projection

Perspective projection

Perspective projection •

Perspective projection •

Orthographic projection • When objects are far from the camera • Projection rays are

Orthographic projection • When objects are far from the camera • Projection rays are nearly parallel • Camera center at infinity

Scaled orthographic How would a tilted rectangle look like under perspective projection? And under

Scaled orthographic How would a tilted rectangle look like under perspective projection? And under scaled orthography?

Which projection model should I use? • Perspective model is needed • In scenes

Which projection model should I use? • Perspective model is needed • In scenes that contain many depth differences • For accurate 3 D reconstruction (stereo, structure from motion) • Scaled orthographic can be used • When objects are small relative to their distance from the camera • Often sufficient for recognition applications

Geometry • Geometry – Greek: earth measurement • Geometry concerns with shape, size, relative

Geometry • Geometry – Greek: earth measurement • Geometry concerns with shape, size, relative positions, and properties of spaces • Euclidean geometry: • • • Point, line, plane Incidence Continuity Order, “between” Parallelism Congruence = invariance: angles, lengths, areas are preserved under rigid transformations

Projective geometry • How does a plane looks after projection? How does perspective distorts

Projective geometry • How does a plane looks after projection? How does perspective distorts geometry?

Plane perspective Pencil of rays

Plane perspective Pencil of rays

Plane perspective Pencil of rays

Plane perspective Pencil of rays

Projective transformation

Projective transformation

Projective transformation • How these change from Eucleadian geometry? • • • Point, line,

Projective transformation • How these change from Eucleadian geometry? • • • Point, line, plane Incidence Continuity Order, “between” Parallelism Congruence • Under projective transformation • A (straight) line transforms to a line and a conic to a conic • But order and parallelism are not preserved • Likewise, angles, lengths and areas are not preserved

Projective coordinates •

Projective coordinates •

Projective line •

Projective line •

Intersection and incidence •

Intersection and incidence •

Ideal points •

Ideal points •

Line at infinity

Line at infinity

Line at infinity •

Line at infinity •

Homography •

Homography •

Homography •

Homography •

Hierarchy of transformations Rigid Preserves angles, lengths, area, parallelism Similarity Preserves angles, parallelism Affine

Hierarchy of transformations Rigid Preserves angles, lengths, area, parallelism Similarity Preserves angles, parallelism Affine Preserves parallelism Homography Preserves cross ratio

Camera rotation •

Camera rotation •

Planar scene •

Planar scene •

Summary Homography Perspective (calibrated) Perspective (uncalibrated) Orthographic One-to-one (group) Concentric epipolar lines Parallel epipolar

Summary Homography Perspective (calibrated) Perspective (uncalibrated) Orthographic One-to-one (group) Concentric epipolar lines Parallel epipolar lines Form Properties DOFs 8(5) 8(7) 4 Eqs/pnt 2 1 1 1 Minimal configuration 4 5+ (8, linear) 7+ (8, linear) 4 Depth No Yes, up to scale Yes, projective Affine structure (third view required for Euclidean structure)