Download presentation
Presentation is loading. Please wait.
Published byElla Barrett Modified over 9 years ago
1
Lecture 12 Modules Employing Gradient Descent Computing Optical Flow Shape from Shading
2
2 Gibbs Sampler E/T is big is overflow
3
3 Gibbs Sampler E max /T that will overflow = BIGGEST DOUBLE
4
4 2 Modules that Employ Gradient Descent 1.Computing Optical Flow for Motion Using Gradient Based Approach 2.Shape from Shading
5
5 Optical Flow Motion Field in Image Plane
6
6 Optical Flow 2 Methods: 1.Featured Based - similar to stereo where you solve - correspondence (matching) problem between 2 consecutive frames 2.Gradient of Intensity Based - No matching needed - Works well when images have much texture - Dense map of (u,v) at each pixel
7
7 Gradient of Intensity Based 1 23 I(x,y,t 1 ) I(x,y,t 2 ) I(x,y,t 3 ) I(x,y,t) 16/sec t ALIASING - Spatial Resolution (x,y) pixels per cm - Temporal Resolution frames per second
8
8 Aliasing Problems noticeable when your sampling cannot truly estimate the underlying frequency Have to sample double the frequency
9
9 Chain Rule : I(x,y,t) Assumption: “As an object moves, its intensity does not change”
10
10 Specular Regions Specular regions are noise for Computer Vision 2 2
11
11 Gradient of Intensity Based Ix uIy v It
12
12 Gradient of Intensity Based
13
13 Gradient of Intensity Based Unknowns : u at each (x,y) v at each (x,y)
14
14 Gradient of Intensity Based Use Gradient Descent : E(u,v) Update Rule Highly Textured Knowns : I x, I y, I t at (x,y)
15
15 Research Topics Find (u,v) through gradient Method: Coarse-to-Fine How to choose 1, 2 automatically How to get the annealing schedule automatically T high Random Walk T low Greedy
16
16 Shape from Shading Point Light at ∞ ping-pong viewer Image Observed: f (viewer position, camera model, shape of object, material of object, light color, light model, light position)
17
17 Material of Object Color Shiny Transparency Texture Bumpy
18
18 Light Model Ambient – light (constant) at each point Spot Omni – Neon – All Direction Point Light - “Sun”
19
19 Light R,G,B I (x,y) = Ambient + Diffuse + Specular = I a k a + k d I d cos + k s s (cos ) I a : Ambient Light I d : Diffuse Light – Main Light k a : Ambient Constant “glow in dark” k d : Main Color Diffuse Constant White is high, Black is low k s : Mirror Like, Specularity Constant k s = 0 for ping pong = 0.5 for apple = 1 for billioud
20
20 Shininess Factor = 20 = 1 Sharp Shiny Blurry Shiny
21
21 Shininess Factor : angle between V and R : angle between L and N cosq = L.N = |L||N|cos = cos
22
22 Shininess Factor Diffuse = k d I d cos cos decrease I brighter darker 0o0o 45 o 85 o
23
23 Shape Shape = Normal at a surface (N x, N y, N z ) unit
24
24 Normal Equation of Plane
25
25 Normal Normal is different at every point
26
26 Light Direction L is the same at every point Contour of Constant Intensity
27
27 SFS: Data Constraint Data Constraint
28
28 SFS: Energy Function Known : Ia, kd, (a,b,1), I(x,y) Unknown : p,q
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.