Lecture 18: Cameras CS4670 / 5670: Computer Vision KavitaBala Source: S. Lazebnik.

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Presentation transcript:

Lecture 18: Cameras CS4670 / 5670: Computer Vision KavitaBala Source: S. Lazebnik

Announcements Prelim next Thu – Everything till Monday

Where are we? Imaging: pixels, features, … Scenes: geometry, material, lighting Recognition: people, objects, …

Reading Szeliski

Panoramas Now we know how to create panoramas! Given two images: – Step 1: Detect features – Step 2: Match features – Step 3: Compute a homography using RANSAC – Step 4: Combine the images together (somehow) What if we have more than two images?

Can we use homographies to create a 360 panorama? To figure this out, we need to learn what a camera is

360 panorama

Image formation Let’s design a camera – Idea 1: put a piece of film in front of an object – Do we get a reasonable image?

Pinhole camera Add a barrier to block off most of the rays – This reduces blurring – The opening known as the aperture – How does this transform the image?

Camera Obscura Basic principle known to Mozi ( BC), Aristotle ( BC) Drawing aid for artists: described by Leonardo da Vinci ( ) Gemma Frisius, 1558 Source: A. Efros

Camera Obscura

Pinhole photography Justin Quinnell, The Clifton Suspension Bridge. December 17th June 21st month exposure

Shrinking the aperture Why not make the aperture as small as possible? Less light gets through Diffraction effects...

Shrinking the aperture

Adding a lens A lens focuses light onto the film – There is a specific distance at which objects are “in focus” other points project to a “circle of confusion” in the image – Changing the shape of the lens changes this distance “circle of confusion”

Lenses A lens focuses parallel rays onto a single focal point – focal point at a distance f beyond the plane of the lens (the focal length) f is a function of the shape and index of refraction of the lens – Aperture restricts the range of rays aperture may be on either side of the lens – Lenses are typically spherical (easier to produce) focal point F

The eye The human eye is a camera – Iris - colored annulus with radial muscles – Pupil - the hole (aperture) whose size is controlled by the iris – What’s the “film”? –photoreceptor cells (rods and cones) in the retina

Eyes in nature: eyespots to pinhole camera

Projection

Müller-Lyer Illusion

Modeling projection The coordinate system – We will use the pinhole model as an approximation – Put the optical center (Center Of Projection) at the origin – Put the image plane (Projection Plane) in front of the COP Why? – The camera looks down the negative z axis we need this if we want right-handed-coordinates

Modeling projection Projection equations – Compute intersection with PP of ray from (x,y,z) to COP – Derived using similar triangles (on board) The screen-space or image-plane projection is therefore:

Modeling projection Is this a linear transformation? homogeneous image coordinates homogeneous scene coordinates Converting from homogeneous coordinates no—division by z is nonlinear

Perspective Projection Projection is a matrix multiply using homogeneous coordinates: divide by third coordinate This is known as perspective projection The matrix is the projection matrix (Can also represent as a 4x4 matrix – OpenGL does something like this)

Perspective Projection How does scaling the projection matrix change the transformation?

Orthographic projection Special case of perspective projection – Distance from the COP to the PP is infinite – Good approximation for telephoto optics – Also called “parallel projection”: (x, y, z) → (x, y) – What’s the projection matrix? Image World

Figures © Stephen E. Palmer, 2002 Dimensionality Reduction Machine (3D to 2D) 3D world 2D image What have we lost? Angles Distances (lengths) Slide by A. Efros

Projection properties Many-to-one: any points along same ray map to same point in image Points → points Lines → lines (collinearity is preserved) – But line through focal point projects to a point Planes → planes (or half-planes) – But plane through focal point projects to line

Projection properties Parallel lines converge at a vanishing point – Each direction in space has its own vanishing point – But parallels parallel to the image plane remain parallel

Orthographic projection

Perspective projection

Camera parameters How many numbers do we need to describe a camera? We need to describe its pose in the world We need to describe its internal parameters

A Tale of Two Coordinate Systems “The World” Camera x y z v w u o COP Two important coordinate systems: 1. World coordinate system 2. Camera coordinate system

Camera parameters To project a point (x,y,z) in world coordinates into a camera First transform (x,y,z) into camera coordinates Need to know – Camera position (in world coordinates) – Camera orientation (in world coordinates) Then project into the image plane – Need to know camera intrinsics These can all be described with matrices

Projection equation The projection matrix models the cumulative effect of all parameters Camera parameters

Projection equation The projection matrix models the cumulative effect of all parameters Camera parameters A camera is described by several parameters Translation T of the optical center from the origin of world coords Rotation R of the image plane focal length f, principal point (x’ c, y’ c ), pixel size (s x, s y ) blue parameters are called “extrinsics,” red are “intrinsics”

Projection equation The projection matrix models the cumulative effect of all parameters Useful to decompose into a series of operations projectionintrinsicsrotationtranslation identity matrix Camera parameters A camera is described by several parameters Translation T of the optical center from the origin of world coords Rotation R of the image plane focal length f, principal point (x’ c, y’ c ), pixel size (s x, s y ) blue parameters are called “extrinsics,” red are “intrinsics” The definitions of these parameters are not completely standardized –especially intrinsics—varies from one book to another

Projection matrix 0 (in homogeneous image coordinates)

Extrinsics How do we get the camera to “canonical form”? – (Center of projection at the origin, x-axis points right, y-axis points up, z-axis points backwards) 0

Affine change of coordinates Coordinate frame: point plus basis Need to change representation of point from one basis to another Canonical: origin (0,0) w/ axes e1, e2 Recap from

Another way of thinking about this Change of coordinates Recap from

Coordinate frame summary Frame = point plus basis Frame matrix (frame-to-canonical) is Move points to and from frame by multiplying with F Recap from

Extrinsics How do we get the camera to “canonical form”? – (Center of projection at the origin, x-axis points right, y-axis points up, z-axis points backwards) 0 Step 1: Translate by -c

Extrinsics How do we get the camera to “canonical form”? – (Center of projection at the origin, x-axis points right, y-axis points up, z-axis points backwards) 0 Step 1: Translate by -c

Extrinsics How do we get the camera to “canonical form”? – (Center of projection at the origin, x-axis points right, y-axis points up, z-axis points backwards) 0 Step 1: Translate by -c Step 2: Rotate by R 3x3 rotation matrix

Extrinsics How do we get the camera to “canonical form”? – (Center of projection at the origin, x-axis points right, y-axis points up, z-axis points backwards) 0 Step 1: Translate by -c Step 2: Rotate by R

Perspective projection (intrinsics) (converts from 3D rays in camera coordinate system to pixel coordinates)

Perspective projection (intrinsics) in general, : aspect ratio (1 unless pixels are not square) : skew (0 unless pixels are shaped like rhombi/parallelograms) : principal point ((0,0) unless optical axis doesn’t intersect projection plane at origin) (upper triangular matrix) (converts from 3D rays in camera coordinate system to pixel coordinates)

Projection matrix (t in book’s notation) translationrotationprojection intrinsics