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The concept of affine structure-from-motion, focusing on two frames and the transformations involved. It covers topics like weak perspective, perspective-n-point, and affine transformation, as well as the limitations of determining the exact 3d structure of a scene. It also discusses the use of matrices and their role in solving for motion and structure.
Typology: Exams
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-^
Determining the 3-D structure of the world, and/or themotion of a camera using a sequence of imagestaken by a moving camera.^ – Equivalently, we can think of the world as moving and the
camera as fixed.
-^
Like stereo, but the position of the camera isn’tknown (and it’s more natural to use many imageswith little motion between them, not just two with a lotof motion).^ – We may or may not assume we know the parameters of the
camera, such as its focal length.
Movie
Perspective -> Scaled
Orthographic
2
) , ( ) , ,
(^
y x s z y x
→
-^ s
is constant for all points.
1 0 0
0
0 0 0
X Y^ Z
s s
x y
-^
-^
1
1 1
. . . 2 1
2 1
2 1
n n z n
z z
y
y y
x
x x
P
Points
(^3) , 2
(^2) , 2
(^1) , 2
(^3) , 1
(^2) , 1
(^1) , 1 Some matrix
n v n
v v
u
u u I
2 1
2 1
. . .
The image
Remember what this means.• We are representing moving a set of points,projecting them into the image, and scaling them.• Matrix multiplication: take inner product betweeneach row of S and each point. First row of Sproduces X coordinates, while second row producesY. • Projection occurs because S has no third row.• Translation occurs with tx and ty.• Scaling can be encoded with a scale factor in S.• The rest of S must be allowing the object to rotate.
P
r
r
r
r
r
r
r
r
r
(^3) , 3
(^2) , 3
(^1) , 3
(^3) , 2
(^2) , 2
(^1) , 2
(^3) , 1
(^2) , 1
(^1) , 1
Why does multiplying points by R rotate them?• Think of the rows of R as a new coordinate system.Taking inner products of each points with these expressesthat point in that coordinate system.
So it’s in the same position relative to the
rotated coordinates that it was in before rotation relativeto the x, y coordinates. That is, it’s rotated.
−
n n z n
z
z
y
y
y
x
x
x
2
1
2
1
2
1
... 1 0 0
0
cos
sin
0
sin
cos
θ
θ
θ
θ Rotation about z axis.Rotates x,y coordinates. Leaves z coordinates fixed.
Questions?