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Published byTheodora Bruce Modified over 6 years ago
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A Unified Algebraic Approach to 2D and 3D Motion Segmentation
René Vidal Center for Imaging Science Johns Hopkins University
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Motion segmentation: 2 views
A static scene: multiple 2D motion models A dynamic scene: multiple 3D motion models Given an image sequence, determine Number of motion models (affine, Euclidean, etc.) Motion model: affine (2D) or Euclidean (3D) Segmentation: model to which each pixel belongs
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Computer Vision Structure from motion and 3D reconstruction
Input: Corresponding points in multiple images Output: camera motion, Euclidean scene structure Theory Multiview geometry: Multiple view matrix Multiple view normalized epipolar constraint Linear self-calibration Algorithms Multiple view matrix factorization algorithm Multiple view factorization for planar motions
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Multibody Multiview Geometry
Given an image sequence, determine Number of motion models (affine, Euclidean, etc.) Motion estimation: affine (2D) or Euclidean (3D) Data segmentation: model associated with each pixel Prior work 3D multibody multiple view geometry Points in a line Points in a conic Coplanar points linearly moving at constant speed Points in multiple planes Multibody Structure from Motion 3D Motion Segmentation: multibody epipolar constraint Affine Motion Segmentation: multibody brightness constancy and affine constraints
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Multibody Multiview Geometry
Multibody Structure from Motion 3D Motion Segmentation: multibody epipolar constraint Affine Motion Segmentation: multibody brightness constancy and affine constraints Generalized PCA Segmentation of mixtures of subspaces Image/video segmentation
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Motion-based image segmentation
Two motions Camera panning to the right Car translating to the right
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Segmentation of linear motions
Multiple objects translating in 3D
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Piecewise Bilinear Data Multibody structure from motion
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Motion Segmentation: bilinear data
Rotation: Translation: Epipolar constraint Multiple motions Write Sym(F_1,…., F_n). Multibody epipolar constraint
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Estimation of fundamental matrices
Multibody epipolar constraint Lifting Embedding Given rank condition n linear system F Theorem: Multibody structure from motion [Vidal et al.] Factorization of bilinear forms can be reduced to factorization of linear forms Estimation of fundamental matrices can be reduced to GPCA
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3D Motions: Multibody epipolar transfer
Number of motions Lifting Multibody epipolar line Polynomial factorization
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3D Motions: Multibody epipole
Lifting The multibody epipole is the solution of the linear system Number of distinct epipoles Epipoles are obtained using polynomial factorization
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3D Motions: Fundamental matrices
Columns of are epipolar lines Polynomial factorization to compute them up to scale Scales can be computed linearly
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Optimal 3D motion segmentation
Zero-mean Gaussian noise Constrained optimization problem on Optimal function for 1 motion Optimal function for n motions Solved using Riemanian Gradient Descent
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Comparison of 1 and n bodies
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3D Motion Segmentation Results
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Affine Motion Segmentation Results
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Conclusions There is an algebraic/geometric solution to simultaneous model estimation and data segmentation for Mixtures of subspaces: linear constraints Motion segmentation: bilinear constraints Solution based on Polynomial factorization: linear algebra Solution is closed form if ngroups ≤ 4 Showed applications in Image segmentation: intensity and texture Video segmentation: affine and 3D motion segmentation
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Ongoing work and future directions
Machine Learning and Statistical Geometry Robust GPCA Connections with learning methods: Kernel PCA, etc. Model selection: different classes of models Estimating manifolds from sample data points Applications of GPCA in Computer Vision Cue integration Multiple view geometry of dynamic scenes Shape recognition: faces A geometric/statistical theory of segmentation?
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Dynamic GPCA: Recognition/Synthesis of Human Motion Recognition/Synthesis of Dynamic Textures
Given image data Estimate a mixture of linear dynamical models (linear hybrid systems) Use the models to segment/recognize Human activity Dynamic texture Use the models to synthesize human motion dynamic textures
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Thanks Computer Vision Pursuit-Evasion Games Vision Based Landing
Stefano Soatto, UCLA Yi Ma, UIUC Jana Kosecka, GMU John Oliensis, NEC Control/Hybrid Systems John Lygeros, Cambridge Shawn Schaffert Research Advisor Shankar Sastry Pursuit-Evasion Games Jin Kim David Shim Vision Based Landing Omid Shakernia Cory Sharp Formation Control Noah Cowan
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Multiple View Geometry (MVG)
Obtain camera motion and scene structure from multiple images of a cloud of 3D feature points
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MVG: Anatomy of cases (state of the art)
surface curve line point theory algorithm practice Euclidean affine projective 2 views 3 views 4 views m views algebra geometry optimization
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MVG: A need for unification
Euclidean surface curve line point 2 views 3 views 4 views m views theory algorithm practice affine projective algebra geometry optimization rank deficiency of Multiple View Matrix
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MVG: The Multiple View Matrix
Relationship between first and i-th views Theorem: [Rank deficiency of Multiple View Matrix] Theorem: [Dependency of multilinear constraints] Constraints among more than three views are algebraically dependent (quadrilinear in particular) (degenerate) (generic)
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Texture segmentation Given a static image, determine Number of groups
Segmentation: pixels that have the same texture
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Generalized Principal Component Analysis (GPCA)
Given data lying on a collection of subspaces Number of subspaces Model for each subspace: basis Segmentation: model to which each point belongs
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Vision Based Formation Control
Green follows red Blue follows green
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