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12/15/200615-862 Fall 2006 Two-Point Perspective Single View Geometry 15-862 Final Project Faustinus Kevin Gozali (fkg@andrew.cmu.edu) an extended tour into the picture…
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12/15/200615-862 Fall 20062 Two-point Perspective World Camera/eye at (0,0,h) h = dist(horizon, bottom of image) Camera vanishes at the center of horizon (v eye ) Image plane parallel to x and z axis Center at (0,f,h) Two vanishing points (vp l, vp r ) X vp r vp l v eye Image Plane x z y
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12/15/200615-862 Fall 20063 Our Assumptions Horizontal Horizon line This holds for two-point perspective 1 VP to the left, 1 to the right Baselines below horizon Uniform heights for all walls X vp r vp l v eye Image Plane x z y base line
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12/15/200615-862 Fall 20064 Vanishing Point Calculation User specifies parallel lines Compute intersection point with Least Square Method = VP Method described by Bob Collins http://www.cs.cmu.edu/~ph/869/www/notes/vanishing.txt http://www.cs.cmu.edu/~ph/869/www/notes/vanishing.txt Simply doing MLdivide doesn’t work Done separately for VP left and VP right X vp r vp l v eye Image Plane x z y
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12/15/200615-862 Fall 20065 The Horizon Line Calculated based on 2 VPs Assumption: horizontal horizon in image plane Or, user can specify directly
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12/15/200615-862 Fall 20066 Selecting Base Lines User specifies base-lines For each desired vertical wall Assumption: must be below horizon
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12/15/200615-862 Fall 20067 Computing Depth (y-axis) Similar to 1-point perspective Based on height ratios Camera height as reference Recall: image plane at y = f v eye Image Plane y zSide View dy h base point depth (3D y )f Camera (0,0,h)horizon line
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12/15/200615-862 Fall 20068 Computing Location in x-axis Using calculated depths (y) Compute horizontal distance from v eye in image plane Recall: left side is x-, right side is x+ Horizontal distance amplified using depth ratio to camera height Farther points are amplified more X v eye Image Plane dx 2 dx 1 2D x1 2D x2
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12/15/200615-862 Fall 20069 Specifying Height After 3D location is computed Compute Height Scales Ratio for each base point to camera height Extend walls vertically upward Height of the base-point closest to the camera as reference User picks the desired height, then compute 3D height
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12/15/200615-862 Fall 200610 Ground Surface Ground surface is a prefect rectangle at z = 0 Create Ground mask Up to the farthest base-point Warp texture (using Homography) Point correspondences have to consider 3D depth! Create 3D surface
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12/15/200615-862 Fall 200611 Vertical Walls Similar to ground processing All walls are perfect rectangle No mask is needed Warp texture using Homography Consider distance of each base point as width Uniform height Create 3D model Intersects the ground plane correctly
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12/15/200615-862 Fall 200612 3D Model Generation Define the surfaces Based on (3D x, 3D y, 3D height ) Wrap textures Observe model
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12/15/200615-862 Fall 200613 Fun with Texture Sources Texture Interpolation approximately evening view Blending Half morning half night Use this for 3D model
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12/15/200615-862 Fall 200614 Texture Examples
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12/15/200615-862 Fall 200615 Gallery
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12/15/200615-862 Fall 200616 Gallery
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12/15/200615-862 Fall 200617 Gallery
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12/15/200615-862 Fall 200618 Gallery
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12/15/200615-862 Fall 200619 References [1] Chu, Siu-Hang, Animating Chinese Landscape Paintings and Panoramas. A Thesis Submitted to the Hong Kong University of Science and Technology, August 2001. [2]Hoeim, Derek; Efros, A. Alexei; Herbert, Martial. Automatic Photo Pop-up. Robotics Institute, Carnegie Melon University, Pittsburgh PA, USA. http://www.cs.cmu.edu/~dhoiem/projects/popup http://www.cs.cmu.edu/~dhoiem/projects/popup [3]Single View Reconstruction Lecture slides. http://graphics.cs.cmu.edu/courses/15- 463/2006_fall/www/Lectures/SingleViewReconstruction.pdfhttp://graphics.cs.cmu.edu/courses/15- 463/2006_fall/www/Lectures/SingleViewReconstruction.pdf [4]Perspective Drawing. An online tutorial. http://www.lems.brown.edu/vision/people/leymarie/SkiP/May98/Boehm1.html http://www.lems.brown.edu/vision/people/leymarie/SkiP/May98/Boehm1.html [5]Horry, Yoichi; Anjyo, Ken-ichi; Arai, Kiyoshi. Tour Into the Picture: Using a Spidery Mesh Interface to Make Animation from a Single Image. Hitachi, Ltd. [6] Collins, Bob. A guide to compute vanishing points. http://www.cs.cmu.edu/~ph/869/www/notes/vanishing.txt http://www.cs.cmu.edu/~ph/869/www/notes/vanishing.txt
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12/15/200615-862 Fall 200620 Q&A Questions?
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