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Computer Vision Fundamental - [Part 3]

Chapter 3 - Perspective Projection

Goal of MVG: invert the image formation process. One part of the formation process is the camera motion (last lecture). The second one is the projection of points to image coordinates.

Historic remarks: perspective projection was known already to Euclid, but apparently lost after the fall of the Roman empire. It reemerged in the Renaissance period.

Mathematics of Perspective Projection

Most idealized model: Pinhole camera (camera obscura).

To capture more light: use lenses which bundle light (by refraction at the material boundaries). Light which enters the lens in parallel to its optical axis leaves it in the direction of the focal point $F_r$. For a symmetric lens, the left/right focal points $F_r$, $F_l$ are at the same distance from the lens. We look at the idealized thin lens here: assume the two refraction points (light enters lens/leaves lens) are the same.

Crucial point: All the light rays that leave a point $P$ are bundled by the lens to meet at a point $p$ again.

Fig.1

Assumption: $z$ axis is the optical axis. Observe the two similar triangles $A, B$ with side lengths $Y$ and $Z$ corresponding to side lengths $y$ and $f$.

  • $Y$ is the distance in y direction from the optical axis in the world
  • $y$ is the distance in y direction from the optical axis in the projected image
  • $Z$ is the distance of the object to the focal point (or its $Z$ coordinate? unsure…)
  • $f$ is the focal length (distance of the focal point from the lens) Also, assume that $Y > 0$, $y < 0$ (“positive/negative length”) since they point in opposite directions. We get:
\[\frac{Y}{Z} = - \frac{y}{f} \quad\Rightarrow\quad y = -f \frac{Y}{Z}\]

We want to get rid of the minus sign. So we adapt the convention that the image projection plane is not behind, but in front of the camera. Then the perspective projection is given by:

\[\pi: \mathbb{R}^3 \to \mathbb{R}^2, \mathbf{X} \mapsto \begin{pmatrix} fX/Z \\ f Y/Z \end{pmatrix}\]

This transformation is non-linear because you divide by the Z coordinate!

Homogeneous coordinate representation
\[Z\mathbf{x} = Z \begin{pmatrix} x \\ y \\ 1 \end{pmatrix} = \begin{pmatrix} f & & & 0 \\ & f & & 0 \\ & & 1 &0 \end{pmatrix} \begin{pmatrix} X \\ Y \\ Z \\ 1 \end{pmatrix} = \begin{pmatrix} f & & \\ & f & \\ & & 1\end{pmatrix} \begin{pmatrix} 1 & & & 0 \\ & 1 & & 0 \\ & & 1 &0 \end{pmatrix} \mathbf{X} = K_f \Pi_0 \mathbf{X}\]

$\Pi_0$ is the standard projection matrix. Assuming you are sufficiently far away s.t. $Z$ is approximately constant accross all points, $Z = \lambda > 0$, we finally get a linear transformation

\[\lambda \mathbf{x} = K_f \Pi_0 \mathbf{X}\]
Taking camera motion into account

Assume that $\mathbf{X} = g \mathbf{X_0}$ ($g$ transforms from world to camera coordinates). We get $\lambda \mathbf{x} = K_f \Pi_0 g \mathbf{X_0}$. Finally assume that the focal length is known: we can normalize our units and drop $K_f$ to get

\[\lambda \mathbf{x} = \Pi_0 \mathbf{X} = \Pi_0 g \mathbf{X}_0\]

Intrinsic Camera Parameters

We have a number of different coordinate systems by now: World coordinates (3D) -> Camera coordinates (3D) -> Image coordinates (2D) -> Pixel coordinates (2D).

The camera coordinates assume that the optical center is in the middle; in pixel coordinates there are only positive coordinates, and the origin is at the bottom or top left. This shift is encoded by an translation by $(o_x, o_y)$.

If pixel coordinates are not equally scaled in x/y direction, we need scaling factors $s_x, s_y$. For non-rectangular pixels, we need a skew factor $s_\theta$ (typically neglected). Then the pixel coordinates are given by

\[\lambda \begin{pmatrix} x' \\ y' \\ 1 \end{pmatrix} = \begin{pmatrix} s_x & s_\theta & o_x \\ 0 & s_y & o_y \\ 0 & 0 & 1 \end{pmatrix} K_f \Pi_0 \mathbf{X} = K_s K_f \Pi_0 \mathbf{X}\]

The combination of focal length information and pixel transformation information gives the intrinsic camera parameter matrix $K = K_s K_f$. We further simplify by defining $\Pi = K \Pi_0 g$: $\Pi = [KR, KT] \in \mathbb{R}^{3 \times 4}$ is the general projection matrix. This yields

\[\lambda \mathbf{x}' = \Pi X_0\]

and dividing out $\lambda$, where $\pi_i^\top$ is the i-th row of $\Pi$:

\[x' = \frac{\pi_1^\top \mathbf{X_0}}{\pi_3^\top \mathbf{X_0}}, \quad y' = \frac{\pi_2^\top \mathbf{X_0}}{\pi_3^\top \mathbf{X_0}}, z' = 1\]

##### Summary of intrinsic parameters We have

\[K = K_s K_f = \begin{pmatrix} fs_x & fs_\theta & o_x \\ 0 & fs_y & o_y \\ 0 & 0 & 1 \end{pmatrix}\]

and the parameters are

  • $o_x, o_y$: $x$ and $y$ coordinate of principal point (point through which optical axis goes) in pixels
  • $f s_x = \alpha_x$: size of unit length in horizontal pixels
  • $f s_y = \alpha_y$: size of unit length in vertical pixels
  • $\alpha_x / \alpha_y = \sigma$: aspect ratio
  • $f s_\theta \approx 0$: skew of the pixel

Spherical Perspective Projection

Assumption [[#Mathematics of Perspective Projection|in previous section]]: Projection to an image plane. Now instead assume a projection onto a sphere of radius $r = 1$. The spherical projection is given by

\[\pi_s: \mathbf{X} \mapsto X / ||X||\]
We have the same projection equation $\lambda \mathbf{x}’ = K \Pi_0 g \mathbf{X}_0$, except that now $\lambda = X $. So as above, $\mathbf{x}’ \sim \Pi \mathbf{X}_0$. This property actually holds for any imaging surface where the ray between $\mathbf{X}$ and the origin intersects the surface.

Radial Distortion

With realistic lenses (no thin lens), there is radial distortion (distortion which is bigger the longer the “radius”/distance from the optical center axis is). Extreme example: Fisheye lenses.

Fig.2

Effective model for distortions ($x_d$, $y_d$ are the distorted coordinates):

\[x = x_d(1 + a_1 r^2 + a_2 r^4), \quad y = y_d (1 + a_1 r^2 + a_2 r^4)\]
This depends on the radius $r = (x_d, y_d) $ and parameters $a_1, a_2$ which can be estimated by calibration.

More general model (for arbitrary center $c$ with four parameters):

\[\mathbf{x} = c + f(r) (\mathbf{x}_d - c), \quad f(r) = 1 + a_1 r + a_2 r^2 + a_3 r^3 + a_4 r^4\]

Preimages of Points and Lines

The preimage of a 2D point is the equivalence class of 3D points that project to that point. Similarly the preimage of a 2D line is the set of 3D points that project to a point on the line. We can define preimages for arbitrary geometric regions in the image (but for points/lines they are vector spaces, which is easier).

Some intuition: we can in principle use preimages for multi-view reconstruction: the intersection of point preimages of multiple views gives the 3D target point.

We get the coimage of a point/line as the orthogonal complement of its preimage: The coimage is of a point is a plane, and the coimage of a line is a line.

The following relations hold:

\(\text{image} = \text{preimage} \cap \text{image plane}\) \(\text{preimage} = \text{span}(\text{image})\) \(\text{preimage} = \text{coimage}^\bot\) \(\text{coimage} = \text{preimage}^\bot\)

We characterize the preimage of a line $L$ by its normal vector $\ell$ which spans the coimage. In particular, all points $x$ on $L$ are orthogonal to $\ell$: $\ell^\top x = 0$.

The row vectors of $\widehat{\ell}$ span the space of vector orthogonal to $\ell$, so for the preimage it holds that $P = \text{span}(\widehat{\ell})$.

If $x$ is the image of a point $p$, the coimage of $x$ is a plane that is orthogonal to $x$: So it is spanned by the rows of $\widehat{x}$.

Fig.3

Projective Geometry

(We don’t dig deeper into this, this is just some background info)

We used homogeneous coordinates to map 3D vectors to 4D vectors $[X; Y; Z; 1]$. We can drop the normalization and identify a 3D point with the line $[XW; YW; ZW; W] \in \mathbb{R}^4, W \in \mathbb{R}$ through the origin of 4D-space (only the 3D direction of this line is what matters).

This leads to the definition of projective coordinates: The $n$-dimensional projective space $\mathbb{P}^n$ is the set of all one-dimensional subspaces (lines through the origin) of $\mathbb{R}^{n+1}$.

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