Image Warping : Computational Photography

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Presentation transcript:

Image Warping 15-463: Computational Photography http://www.jeffrey-martin.com 15-463: Computational Photography Alexei Efros, CMU, Spring 2010 Some slides from Steve Seitz

Image Transformations image filtering: change range of image g(x) = T(f(x)) f x f x T image warping: change domain of image g(x) = f(T(x)) f x f x T

Image Transformations image filtering: change range of image g(x) = T(f(x)) f g T image warping: change domain of image g(x) = f(T(x)) f g T

Parametric (global) warping Examples of parametric warps: aspect translation rotation perspective affine cylindrical

Parametric (global) warping p = (x,y) p’ = (x’,y’) Transformation T is a coordinate-changing machine: p’ = T(p) What does it mean that T is global? Is the same for any point p can be described by just a few numbers (parameters) Let’s represent T as a matrix: p’ = Mp

Scaling Scaling a coordinate means multiplying each of its components by a scalar Uniform scaling means this scalar is the same for all components:  2

Scaling Non-uniform scaling: different scalars per component: X  2, Y  0.5

Scaling Scaling operation: Or, in matrix form: scaling matrix S What’s inverse of S?

 (x’, y’) (x, y) x’ = x cos() - y sin() y’ = x sin() + y cos() 2-D Rotation  (x, y) (x’, y’) x’ = x cos() - y sin() y’ = x sin() + y cos()

 (x’, y’) (x, y) f 2-D Rotation x = r cos (f) y = r sin (f) Trig Identity… x’ = r cos(f) cos() – r sin(f) sin() y’ = r sin(f) cos() + r cos(f) sin() Substitute… x’ = x cos() - y sin() y’ = x sin() + y cos()  (x, y) (x’, y’) f

2-D Rotation R This is easy to capture in matrix form: Even though sin(q) and cos(q) are nonlinear functions of q, x’ is a linear combination of x and y y’ is a linear combination of x and y What is the inverse transformation? Rotation by –q For rotation matrices R

2x2 Matrices 2D Identity? 2D Scale around (0,0)? What types of transformations can be represented with a 2x2 matrix? 2D Identity? 2D Scale around (0,0)?

2x2 Matrices 2D Rotate around (0,0)? 2D Shear? What types of transformations can be represented with a 2x2 matrix? 2D Rotate around (0,0)? 2D Shear?

2x2 Matrices 2D Mirror about Y axis? 2D Mirror over (0,0)? What types of transformations can be represented with a 2x2 matrix? 2D Mirror about Y axis? 2D Mirror over (0,0)?

2x2 Matrices 2D Translation? Only linear 2D transformations What types of transformations can be represented with a 2x2 matrix? 2D Translation? NO! Only linear 2D transformations can be represented with a 2x2 matrix

All 2D Linear Transformations Linear transformations are combinations of … Scale, Rotation, Shear, and Mirror Properties of linear transformations: Origin maps to origin Lines map to lines Parallel lines remain parallel Ratios are preserved Closed under composition

Consider a different Basis j =(0,1) v =(vx,vy) u=(ux,uy) p q i =(1,0) q=4i+3j = (4,3) p=4u+3v

Linear Transformations as Change of Basis v =(vx,vy) j =(0,1) puv pij u=(ux,uy) i =(1,0) puv = (4,3) pij = 4u+3v puv pij ú û ù ê ë é = y x v u 3 4 px=4ux+3vx py=4uy+3vy Any linear transformation is a basis!!!

What’s the inverse transform? j =(0,1) v =(vx,vy) pij puv u=(ux,uy) i =(1,0) pij = (5,4) = pxu + pyv puv = (px,py) = ? pij puv ú û ù ê ë é = y x v u 4 5 -1 How can we change from any basis to any basis? What if the basis are orthogonal?

Projection onto orthogonal basis v =(vx,vy) pij puv u=(ux,uy) i =(1,0) pij = (5,4) puv = (u·pij, v·pij) é u u ù é 5 ù é u u ù puv = x x = x y ê ú pij ê ú ê ú v v 4 v v ë û ë û ë û y y x y

Homogeneous Coordinates Q: How can we represent translation as a 3x3 matrix?

Homogeneous Coordinates represent coordinates in 2 dimensions with a 3-vector

Homogeneous Coordinates Add a 3rd coordinate to every 2D point (x, y, w) represents a point at location (x/w, y/w) (x, y, 0) represents a point at infinity (0, 0, 0) is not allowed 1 2 (2,1,1) or (4,2,2) or (6,3,3) x y Convenient coordinate system to represent many useful transformations

Homogeneous Coordinates Q: How can we represent translation as a 3x3 matrix? A: Using the rightmost column:

Translation Homogeneous Coordinates tx = 2 ty = 1 Example of translation Homogeneous Coordinates tx = 2 ty = 1

Basic 2D Transformations Basic 2D transformations as 3x3 matrices Translate Scale Rotate Shear

Matrix Composition Transformations can be combined by matrix multiplication p’ = T(tx,ty) R(Q) S(sx,sy) p

Affine Transformations Affine transformations are combinations of … Linear transformations, and Translations Properties of affine transformations: Origin does not necessarily map to origin Lines map to lines Parallel lines remain parallel Ratios are preserved Closed under composition Models change of basis Will the last coordinate w always be 1?

Projective Transformations Affine transformations, and Projective warps Properties of projective transformations: Origin does not necessarily map to origin Lines map to lines Parallel lines do not necessarily remain parallel Ratios are not preserved Closed under composition Models change of basis

2D image transformations These transformations are a nested set of groups Closed under composition and inverse is a member