What are goals of single-view geometry?
extract geometric information from single image
What do we make use of in single view geometry?
no longer need point correspondences
-> make use of “human knowledge”
-> i.e. structural regularity such as orthogonality and paralellism
high-level geometric features such as vanishing points
“structured” lines and planes
-> i.e. projection of 3D lines that are paralell/orthogonal/coplanar…
What are some applications of single-view geometry?
single-view 3D reconstruction
camera pose estimation and optimization
need man made structure regularity… as it uses vanishing points
camera calibration to estimate intrinsic parameters
What do we meam with representative cities in single view geometryß
introduce three city “types” that show different structural regularity
-> general: man made structures show such regularities and can be exploited to introduce geometrical constraints
cities:
mahnattan
vertical dominant direction(DD)
two horizontal dominant directions(DD)
-> I.e. vertical: facade of buildings
horizontal: flucht des hauses; verbindung haus-haus (e.g. brücke…)
atlanta
one vertical DD (facade)
multiuple horizonral DD (multiple house angles…)
hong-kong
one vertical DD
multiple horizontal DD
multiple sloping DD (i.e. uphill street…; not very flat…)
What are vanishing points?
extending lines in image that are paralell in real world -> intersect at vanishing point
What are vanishing lines?
connection of two horizontally lying vanishing points
What are vanishing directions?
connection between camera center and vanishing point
-> are paralell to a 3D dominant direction (thus do not differentiate between vanishing and dominant direction)
What is the intuition behind vanishing points?
vanishing points can be seen as “points at infinity”
-> ray from camera center through vanishing point is paralell to the 3D lines associated with the vanishing point…
What is the relation of two paralell 3D lines w.r.t. their vanishing point?
have the same
How do we compute v based on 2D lines?
given: two pairs of poitns (each pair lies on a 2D line)
calculate the actual 2D lines
intersection of these two lines yield:
How do we usually “improve” the calculation of a vanishing point wiht 2D lines?
least squares version
-> use more than two lines and find least squares point of intersection
What is an alterantive to represent vanishing points / calculate them? and why?
using a representation on a sphere?
intersectoin may be far from the camera center since image lines may be roughly paralell (i.e. nearly paralell -> intersect at infinity…)
=> somewhat analogous to short baseline in 3D reconstruction
How do we represent vanishing points on a sphere?
use projectoin plane of 2D line in image frame / 3D line in 3D space
-> intersection of this plane with sphrer creates a “ring” around it
-> set of great circles of paralell 3D lines intersect on sphere
-> constitiutes the vanishing point
=> this point and shpere center define the vanishing direction (/dominant direction)
Based on the sphere representaiton, how can we reformulate the vanishing point estimation?
as vanishing direction estimation
How do sphere and image representaiton of line intersection compare?
unit sphere:
bounded space
unit sphere encodes orthogonality constraint in 3D (-> i.e. one can enforce that three dominant directions are orghogonal to each other)
image:
unbounded space
can hardly enforce orthogonality constraint of vanishing directions (as it is in 2D -> hard to ensure three directions are orthogonal….!)
What are the three different dominant strategies to estimate vanishing points / vanishing directions? What are their respective strenghts?
census-based methods (old-fashioned)
sampling-based methods (efficient)
search-based methods (accurate)
What is the idea of the census-based methods?
compute vanishing directions on unit sphere (i.e. intersections of rings…)
-> due to noise -> intersectoin of pair of inliers slighly deviate from grund truth
-> small area associated with high density of noisy intersections considered vanishing points
problem: sensitive to outliers
outlier:
What is the idea behind sampling-based methods?
sample three image lines in 3D to compute three great circles
assume first two lines associated with same vanishing point; third line associated with another vanishing point
use these two circles to determine first vanishing direction (at point of intersection -> as only two -> no noise as one exact intersection (fyi: two as one is on the other side…)
use orthogonality constraint and third circle to vanishing direction on third circle orthogonal to first vanishing directoin /dominant direction
due to already two found dominant directions -> there is exactly one possiblity left that is orthogonal to the other two (implicitly clear from first two…)
=> perform several iterations to guarantee that at least one sampling is valid…
What is an application of vanishing directoin estimatino?
camera calibration
What is the pipeline of camera calibration with dominant directinos / vanishing direcvtions?
calculate the vanishing points
define 3D points at infinity along x,y,z axis as well as origin in manhattan frame (i.e. we use a calibration object that is a cuboid)
calculate projectoin matrix (up to scale)
-> i.e. project the known origin of manhattan frame (i.e. [0,0,0,1])
where vx, vy, vz, o are unknowns (o -> some scalar as up-to-scale)
determine scale and compute focal length
by some DLT method…
Is a vanishing point at infinity?
NO
-> it is a projection of a point at infinity…
Zuletzt geändertvor einem Jahr