Rigid Geometric Transformations COMPSCI 527 Computer Vision - - PowerPoint PPT Presentation

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Rigid Geometric Transformations COMPSCI 527 Computer Vision - - PowerPoint PPT Presentation

Rigid Geometric Transformations COMPSCI 527 Computer Vision COMPSCI 527 Computer Vision Rigid Geometric Transformations 1 / 15 Outline 1 Motivation 2 Projection 3 Cross Product 4 Triple Product 5 Rotations 6 Rigid Transformations


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SLIDE 1

Rigid Geometric Transformations

COMPSCI 527 — Computer Vision

COMPSCI 527 — Computer Vision Rigid Geometric Transformations 1 / 15
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SLIDE 2

Outline

1 Motivation 2 Projection 3 Cross Product 4 Triple Product 5 Rotations 6 Rigid Transformations

COMPSCI 527 — Computer Vision Rigid Geometric Transformations 2 / 15
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SLIDE 3 Motivation

Motivation

  • The relative motion between a camera and an otherwise

static scene is a rigid transformation

  • It underlies 3D reconstruction
  • A rigid transformation is rotation + translation
  • Understanding rotation requires orthogonality and

projection, which we have seen in general

  • All vectors in R3
  • Reconstruction techniques also require knowing about

cross product and triple product

  • Read notes for details
COMPSCI 527 — Computer Vision Rigid Geometric Transformations 3 / 15
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SLIDE 4 Projection

Projection

p b a
  • Definition of projection of a onto b: the point p on the line

through b that is closest to a

  • p is on the line through b:

p = xb for some x

  • p is closest to a when (a, p) is orthogonal to b:

bT (a xb) = 0, which yields x = bT a

bT b so that

p = xb = b x = bbT

bT b a

COMPSCI 527 — Computer Vision Rigid Geometric Transformations 4 / 15

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SLIDE 5 Projection

The Projection Matrix

  • p = Pba where Pb = bbT

bT b a

  • Pb is rank 1, symmetric, and idempotent: P2

b = Pb

  • Proof:
  • Norm squared of p:

kpk2 =

  • When kbk = 1,
COMPSCI 527 — Computer Vision Rigid Geometric Transformations 5 / 15

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SLIDE 6 Cross Product

The Cross Product

  • Geometry: The cross product of two three-dimensional

vectors a and b is a vector c orthogonal to both a and b,

  • riented so that the triple a, b, c is right-handed, and with

magnitude kck = ka ⇥ bk = kak kbk sin θ where θ is the smaller angle between a and b

  • The magnitude of a ⇥ b is the area of a rectangle with sides

a and b

  • Algebra: c = a ⇥ b =
  • ax

ay az bx by bz

  • = (aybz azby , azbx axbz , axby aybx)T
  • Easy to check that a ⇥ b = b ⇥ a
COMPSCI 527 — Computer Vision Rigid Geometric Transformations 6 / 15

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SLIDE 7 Cross Product

The Cross-Product Matrix

  • c = (aybz azby , azbx axbz , axby aybx)T is linear in b
  • Therefore, there exists a 3 ⇥ 3 matrix [a]× such that

c = a ⇥ b = [a]×b c = 2 4 cx cy cz 3 5 = 2 4 3 5 2 4 bx by bz 3 5

  • The matrix [a]× is skew-symmetric:

[a]T

× = [a]×

COMPSCI 527 — Computer Vision Rigid Geometric Transformations 7 / 15

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SLIDE 8 Triple Product

The Triple Product

  • Definition: det([a, b, c]) = aT(b ⇥ c)

= ax(bycz bzcy) ay(bxcz bzcx) + az(bxcy bycx)

  • Easy to check: aT(b ⇥ c) = bT(c ⇥ a) = cT(a ⇥ b) =

aT(c ⇥ b) = cT(b ⇥ a) = bT(a ⇥ c)

  • Signed volume of parallelepiped
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SLIDE 9 Rotations

Multiple Reference Frames

  • If we associate a reference system to a camera and the

camera moves, or we consider multiple cameras, or we consider one camera and the world, we have multiple reference systems

  • Point coordinates are x, y, z
  • Left superscript denotes which reference system

coordinates are expressed in: 1y

  • Subscripts denote which point or reference system we are

talking about: x2

  • 2y3 is the y coordinate of point 3 in reference system 2
COMPSCI 527 — Computer Vision Rigid Geometric Transformations 9 / 15
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SLIDE 10 Rotations

Multiple Reference Frames

  • A zero left superscript can be omitted: 0z = z
  • The origin of a reference system is t (for “translation”)
  • We always have iti =

2 4 3 5

  • If i, j, k are the unit points of a reference system, we always

have ⇥ iii

iji iki

⇤ = I , the 3 ⇥ 3 identity matrix

COMPSCI 527 — Computer Vision Rigid Geometric Transformations 10 / 15

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SLIDE 11 Rotations

Rotations

x y z k1 1 j 1 i x 1 y 1 z 1
  • No translation: 0t1 = t1 =

2 4 3 5

  • Both systems right-handed
  • i1, j1, k1 are the unit vectors of reference system 1

expressed in reference system 0

  • Given p =

0p, what is 1p?

COMPSCI 527 — Computer Vision Rigid Geometric Transformations 11 / 15

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SLIDE 12 Rotations

Rotations

x y z

1

i x

1 1

j y

1

k1 z

1

p

p = 1x i1 + 1y j1 + 1z k1

1x = iT 1 p

,

1y = jT 1 p

,

1z = kT 1 p 1p =

2 4

1x 1y 1z

3 5 = 2 4 iT

1 p

jT

1 p

kT

1 p

3 5 = R1 p where R1 = 0R1 = 2 4 iT

1

jT

1

kT

1

3 5 (unit vectors are the rows)

COMPSCI 527 — Computer Vision Rigid Geometric Transformations 12 / 15

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SLIDE 13 Rotations

Rotations in General

  • More generally,

bp = aRbap

where

aRb =

2 4

aiT b ajT b akT b

3 5

  • Rotations are reversible, so there exists bRa = aR−1

b

  • bRa = aRT

b

  • Intuition: aRb =

2 4 r11 r12 r13 r21 r22 r23 r31 r32 r33 3 5 = 2 4

aiT b ajT b akT b

3 5

  • rmn is the signed magnitude of the projection of the m-th

vector in Sb onto the n-th vector in Sa

  • Therefore, vice versa (direction cosines)
  • Therefore, what we want in the rows of R−1 is in the

columns of R

COMPSCI 527 — Computer Vision Rigid Geometric Transformations 13 / 15

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SLIDE 14 Rotations

Properties of Rotation

  • det(R) = iT(j ⇥ k) = iTi = 1

because i ⇥ j = k , j ⇥ k = i , k ⇥ i = j

  • Cross-product is covariant with rotations:

(Ra) ⇥ (Rb) = R (a ⇥ b)

COMPSCI 527 — Computer Vision Rigid Geometric Transformations 14 / 15

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SLIDE 15 Rigid Transformations

Coordinate Transformation

j0 i0 k0 j1 i1 k1 p t1 p − t1
  • A.k.a. rigid transformation
  • First translate, then rotate:

1p = R1(p t1)

  • Inverse: p = RT

1 1p + t1

  • Generally, if bp = aRb(ap atb) then ap = bRa(bp bta)

where bRa = aRT

b and bta = aRbatb

COMPSCI 527 — Computer Vision Rigid Geometric Transformations 15 / 15

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