In the name of Allah the compassionate, the merciful Digital Video - - PowerPoint PPT Presentation

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In the name of Allah the compassionate, the merciful Digital Video - - PowerPoint PPT Presentation

In the name of Allah the compassionate, the merciful Digital Video Systems S. Kasaei S. Kasaei Room: CE 307 Department of Computer Engineering Sharif University of Technology E-Mail: skasaei@sharif.edu Webpage: http://sharif.edu/~skasaei


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SLIDE 1
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SLIDE 2

In the name of Allah

the compassionate, the merciful

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SLIDE 3

Digital Video Systems

  • S. Kasaei
  • S. Kasaei

Room: CE 307 Department of Computer Engineering Sharif University of Technology E-Mail: skasaei@sharif.edu Webpage: http://sharif.edu/~skasaei

  • Lab. Website: http://ipl.ce.sharif.edu
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SLIDE 4

Acknowledgment

Most of the slides used in this course have been provided by: Prof. Yao Wang (Polytechnic University, Brooklyn) based on the book: Video Processing & Communications written by: Yao Wang, Jom Ostermann, & Ya-Oin Zhang Prentice Hall, 1st edition, 2001, ISBN: 0130175471. [SUT Code: TK 5105 .2 .W36 2001]

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SLIDE 5

Chapter 5

Video Modeling

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SLIDE 6

Outline

Camera model Object model

Shape model Motion model

Scene model 2-D motion model

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SLIDE 7

Why Modeling?

To describe various events in a video processing

system in parametric forms.

To enable estimation of these parameters.

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SLIDE 8

Pinhole Camera

Perfect image if the hole is infinitely small. Pure geometric optics. No depth of field issue.

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SLIDE 9

Simplified Pinhole Camera

Eye-image pyramid (frustum). Note that the distance/size of image is arbitrary.

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SLIDE 10

Pinhole Camera

Y Y X Z C X X x x y x y F Z 2-D image 3-D point

The image of an object is reversed from its 3-D position. The object appears smaller when it is farther away. Focal Length Focal /Camera Center Imaging Plane

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SLIDE 11

Perspective vs. Orthographic

Perspective Orthographic

Parallel Lines

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SLIDE 12

Pinhole Camera Model: Perspective Projection

Z y x Z Y F y Z X F x Z Y F y Z X F x to related inversely are , , , = = ⇒ = =

All points in this ray will have the same image.

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SLIDE 13

Approximate Model: Orthographic Projection

When the object is very far ( ) , Can be used as long as the depth variation within the object is small compared to the distance of the object. Z x X y Y → ∞ = =

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SLIDE 14

Perspective Projection

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SLIDE 15

Rigid Object Motion

z y x z y x

T T T , , : ; , , : ] [ ; ) ]( [ ' : center

  • bject

the

  • n wrp.

translati and Rotation T R C T C X R X θ θ θ + + − =

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SLIDE 16

Flexible Object Motion

Two ways to describe it:

Decompose into multiple, but connected rigid

sub-objects.

Ex., Human body consists of many parts each

undergoes a rigid motion.

Global motion plus local motion in sub-

  • bjects.

Ex., Global camera motion plus local object

motions.

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SLIDE 17

Scene Models

A scene is determined by:

Illumination Objects in the scene (their shape, motion, & relative

positions)

Camera

3-D scene model 2.5-D scene model 2-D scene model

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SLIDE 18

3-D Scene Model

Perspective camera

(object image depends

  • n depth).

Ambient illumination. Objects at varying

depth.

Used for 3-D

motion/structure estimation.

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SLIDE 19

2.5-D Scene Model

Orthographic camera

(depth has no effect on

  • bject image).

Ambient illumination. Objects at varying depth

(layered objects, MPEG-4).

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SLIDE 20

2-D Scene Model

Orthographic camera. Ambient illumination. Objects are flat & at the

same depth (H.261, H.263, MPEG-1, MPEG-2).

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SLIDE 21

2-D Scene Model

Projection of 3-D motion Camera motion Rigid object motion

Projective mapping

Approximation of projective mapping

Affine model Bilinear model

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SLIDE 22

3-D Motion -> 2-D Motion

2-D MV 3-D MV

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SLIDE 23

Sample Motion Field

Motion Field Motion Vector

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SLIDE 24

Occlusion Effect

Motion is undefined in occluded regions.

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SLIDE 25

Typical Camera Motions

Mounted Camera

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SLIDE 26

2-D Motion Corresponding to Camera Motion

Camera zoom Camera rotation around Z-axis (roll)

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SLIDE 27

Linear Transformations

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SLIDE 28

Affine Transformations

Preserves parallel lines.

  • P. Distances

& Angles

  • P. Angles
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SLIDE 29

Projective Transformations

Preserves lines.

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Projective Mapping

Sampled Perspective Affine Translation

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SLIDE 31

Projective Mapping

Affine Rigid Projective Nonlinear

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SLIDE 32

Motion Field Corresponding to Different 2-D Motion Models

Translation Bilinear Perspective Affine

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Projective Mapping

Two features of projective mapping:

Chirping: increasing perceived spatial frequency for far away objects [ ]. Converging (Keystone): parallel lines converge in distance [ ].

nonparallel nonequal parallel Co Ch&Co Ch&Co Ch&Co Ch

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SLIDE 34

2-D Motion Corresponding to Rigid Object Motion

General case: Prospective mapping:

F T Z F r y r x r F T Z F r y r x r F y F T Z F r y r x r F T Z F r y r x r F x T T T Z Y X r r r r r r r r r Z Y X

z y z x z y x

+ + + + + + = + + + + + + =       →            +                     =           ) ( ) ( ' ) ( ) ( ' ' ' '

9 8 7 6 5 4 9 8 7 3 2 1 Projection e Perspectiv 9 8 7 6 5 4 3 2 1

y c x c y b x b b y y c x c y a x a a x

2 1 2 1 2 1 2 1

1 ' , 1 ' : c) bY aX (Z planar is surface

  • bject

When the + + + + = + + + + = + + =

8-parameter 12-parameter

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SLIDE 35

Affine and Bilinear Models

Affine (6-parameter):

Good for mapping triangles to triangles. Cannot capture either chirping or converging

effect.

      + + + + =       y b x b b y a x a a y x d y x d

y x 2 1 2 1

) , ( ) , (

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SLIDE 36

Affine and Bilinear Models

Bilinear (8-parameter):

Good for mapping blocks to quadrangles. Can capture converging effect of projective

mapping but not chirping effect.

      + + + + + + =       xy b y b x b b xy a y a x a a y x d y x d

y x 3 2 1 3 2 1

) , ( ) , (

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SLIDE 37

Homework 3

Reading assignment:

Chapter 5: Sec. 5.1, 5.4, & 5.5

Written assignment:

  • Prob. 5.2, 5.3, 5.4, 5.5, & 5.6

Correction to Problems:

5.3: Show that the projected 2-D motion of a 3-D object

undergoing rigid motion can be described by Eq.(5.5.13).

5.4: Change aX+bY+cZ=1 to Z=aX+bY+c.

Other corrections:

P.125, Fig. 5.11 caption: “diffuse”->”ambient”.

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SLIDE 38

The End