A Warping Framework for Wide-Angle Imaging and Perspective Manipulation
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Chapter 3 Image Formation
This is page 44 Printer: Opaque this Chapter 3 Image Formation And since geometry is the right foundation of all painting, I have de- cided to teach its rudiments and principles to all youngsters eager for art... – Albrecht Durer¨ , The Art of Measurement, 1525 This chapter introduces simple mathematical models of the image formation pro- cess. In a broad figurative sense, vision is the inverse problem of image formation: the latter studies how objects give rise to images, while the former attempts to use images to recover a description of objects in space. Therefore, designing vision algorithms requires first developing a suitable model of image formation. Suit- able, in this context, does not necessarily mean physically accurate: the level of abstraction and complexity in modeling image formation must trade off physical constraints and mathematical simplicity in order to result in a manageable model (i.e. one that can be inverted with reasonable effort). Physical models of image formation easily exceed the level of complexity necessary and appropriate for this book, and determining the right model for the problem at hand is a form of engineering art. It comes as no surprise, then, that the study of image formation has for cen- turies been in the domain of artistic reproduction and composition, more so than of mathematics and engineering. Rudimentary understanding of the geometry of image formation, which includes various models for projecting the three- dimensional world onto a plane (e.g., a canvas), is implicit in various forms of visual arts. The roots of formulating the geometry of image formation can be traced back to the work of Euclid in the fourth century B.C. -
Orthographic and Perspective Projection—Part 1 Drawing As
I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S From 3D to 2D: Orthographic and Perspective Projection—Part 1 •History • Geometrical Constructions 3D Viewing I • Types of Projection • Projection in Computer Graphics Andries van Dam September 15, 2005 3D Viewing I Andries van Dam September 15, 2005 3D Viewing I 1/38 I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S Drawing as Projection Early Examples of Projection • Plan view (orthographic projection) from Mesopotamia, 2150 BC: earliest known technical • Painting based on mythical tale as told by Pliny the drawing in existence Elder: Corinthian man traces shadow of departing lover Carlbom Fig. 1-1 • Greek vases from late 6th century BC show perspective(!) detail from The Invention of Drawing, 1830: Karl Friedrich • Roman architect Vitruvius published specifications of plan / elevation drawings, perspective. Illustrations Schinkle (Mitchell p.1) for these writings have been lost Andries van Dam September 15, 2005 3D Viewing I 2/38 Andries van Dam September 15, 2005 3D Viewing I 3/38 1 I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S Most Striking Features of Linear Early Perspective Perspective • Ways of invoking three dimensional space: shading • || lines converge (in 1, 2, or 3 axes) to vanishing point suggests rounded, volumetric forms; converging lines suggest spatial depth -
A Geometric Correction Method Based on Pixel Spatial Transformation
2020 International Conference on Computer Intelligent Systems and Network Remote Control (CISNRC 2020) ISBN: 978-1-60595-683-1 A Geometric Correction Method Based on Pixel Spatial Transformation Xiaoye Zhang, Shaobin Li, Lei Chen ABSTRACT To achieve the non-planar projection geometric correction, this paper proposes a geometric correction method based on pixel spatial transformation for non-planar projection. The pixel spatial transformation relationship between the distorted image on the non-planar projection plane and the original projection image is derived, the pre-distorted image corresponding to the projection surface is obtained, and the optimal view position is determined to complete the geometric correction. The experimental results show that this method can achieve geometric correction of projective plane as cylinder plane and spherical column plane, and can present the effect of visual distortion free at the optimal view point. KEYWORDS Geometric Correction, Image Pre-distortion, Pixel Spatial Transformation. INTRODUCTION Projection display technology can significantly increase visual range, and projection scenes can be flexibly arranged according to actual needs. Therefore, projection display technology has been applied to all aspects of production, life and learning. With the rapid development of digital media technology, modern projection requirements are also gradually complicated, such as virtual reality presentation with a high sense of immersion and projection performance in various forms, which cannot be met by traditional plane projection, so non-planar projection technology arises at the right moment. Compared with traditional planar projection display technology, non-planar projection mainly includes color compensation of projected surface[1], geometric splicing and brightness fusion of multiple projectors[2], and geometric correction[3]. -
CS 4204 Computer Graphics 3D Views and Projection
CS 4204 Computer Graphics 3D views and projection Adapted from notes by Yong Cao 1 Overview of 3D rendering Modeling: * Topic we’ve already discussed • *Define object in local coordinates • *Place object in world coordinates (modeling transformation) Viewing: • Define camera parameters • Find object location in camera coordinates (viewing transformation) Projection: project object to the viewplane Clipping: clip object to the view volume *Viewport transformation *Rasterization: rasterize object Simple teapot demo 3D rendering pipeline Vertices as input Series of operations/transformations to obtain 2D vertices in screen coordinates These can then be rasterized 3D rendering pipeline We’ve already discussed: • Viewport transformation • 3D modeling transformations We’ll talk about remaining topics in reverse order: • 3D clipping (simple extension of 2D clipping) • 3D projection • 3D viewing Clipping: 3D Cohen-Sutherland Use 6-bit outcodes When needed, clip line segment against planes Viewing and Projection Camera Analogy: 1. Set up your tripod and point the camera at the scene (viewing transformation). 2. Arrange the scene to be photographed into the desired composition (modeling transformation). 3. Choose a camera lens or adjust the zoom (projection transformation). 4. Determine how large you want the final photograph to be - for example, you might want it enlarged (viewport transformation). Projection transformations Introduction to Projection Transformations Mapping: f : Rn Rm Projection: n > m Planar Projection: Projection on a plane. -
Bridges Conference Paper
Bridges 2020 Conference Proceedings Dürer Machines Running Back and Forth António Bandeira Araújo Universidade Aberta, Lisbon, Portugal; [email protected] Abstract In this workshop we will use Dürer machines, both physical (made of thread) and virtual (made of lines) to create anamorphic illusions of objects made up of simple boxes, these being the building blocks for more complex illusions. We will consider monocular oblique anamorphosis and then anaglyphic anamorphoses, to be seen with red-blue 3D glasses. Introduction In this workshop we will draw optical illusions – anamorphoses – using simple techniques of orthographic projection derived from descriptive geometry. The main part of this workshop will be adequate for anyone over 15 years of age with an interest in visual illusions, but it is especially useful for teachers of perspective and descriptive geometry. In past editions of Bridges and elsewhere at length [1, 6] I have argued that anamorphosis is a more fundamental concept than perspective, and is in fact the basic concept from which all conical perspectives – both linear and curvilinear – are derived, yet in those past Bridges workshops I have used anamorphosis only implicitly, in the creation of fisheye [4] and equirectangular [3] perspectives . This time we will instead focus on a sequence of constructions of the more traditional anamorphoses: the so-called oblique anamorphoses, that is, plane anamorphoses where the object of interest is drawn at a grazing angle to the projection plane. This sequence of constructions has been taught at Univ. Aberta in Portugal since 2013 in several courses to diverse publics; it is currently part of a course for Ph.D. -
Documenting Carved Stones by 3D Modelling
Documenting carved stones by 3D modelling – Example of Mongolian deer stones Fabrice Monna, Yury Esin, Jérôme Magail, Ludovic Granjon, Nicolas Navarro, Josef Wilczek, Laure Saligny, Sébastien Couette, Anthony Dumontet, Carmela Chateau Smith To cite this version: Fabrice Monna, Yury Esin, Jérôme Magail, Ludovic Granjon, Nicolas Navarro, et al.. Documenting carved stones by 3D modelling – Example of Mongolian deer stones. Journal of Cultural Heritage, El- sevier, 2018, 34 (November–December), pp.116-128. 10.1016/j.culher.2018.04.021. halshs-01916706 HAL Id: halshs-01916706 https://halshs.archives-ouvertes.fr/halshs-01916706 Submitted on 22 Jul 2019 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/328759923 Documenting carved stones by 3D modelling-Example of Mongolian deer stones Article in Journal of Cultural Heritage · May 2018 DOI: 10.1016/j.culher.2018.04.021 CITATIONS READS 3 303 10 authors, including: Fabrice Monna Yury Esin University -
Lecture 16: Planar Homographies Robert Collins CSE486, Penn State Motivation: Points on Planar Surface
Robert Collins CSE486, Penn State Lecture 16: Planar Homographies Robert Collins CSE486, Penn State Motivation: Points on Planar Surface y x Robert Collins CSE486, Penn State Review : Forward Projection World Camera Film Pixel Coords Coords Coords Coords U X x u M M V ext Y proj y Maff v W Z U X Mint u V Y v W Z U M u V m11 m12 m13 m14 v W m21 m22 m23 m24 m31 m31 m33 m34 Robert Collins CSE486, PennWorld State to Camera Transformation PC PW W Y X U R Z C V Rotate to Translate by - C align axes (align origins) PC = R ( PW - C ) = R PW + T Robert Collins CSE486, Penn State Perspective Matrix Equation X (Camera Coordinates) x = f Z Y X y = f x' f 0 0 0 Z Y y' = 0 f 0 0 Z z' 0 0 1 0 1 p = M int ⋅ PC Robert Collins CSE486, Penn State Film to Pixel Coords 2D affine transformation from film coords (x,y) to pixel coordinates (u,v): X u’ a11 a12xa'13 f 0 0 0 Y v’ a21 a22 ya'23 = 0 f 0 0 w’ Z 0 0z1' 0 0 1 0 1 Maff Mproj u = Mint PC = Maff Mproj PC Robert Collins CSE486, Penn StateProjection of Points on Planar Surface Perspective projection y Film coordinates x Point on plane Rotation + Translation Robert Collins CSE486, Penn State Projection of Planar Points Robert Collins CSE486, Penn StateProjection of Planar Points (cont) Homography H (planar projective transformation) Robert Collins CSE486, Penn StateProjection of Planar Points (cont) Homography H (planar projective transformation) Punchline: For planar surfaces, 3D to 2D perspective projection reduces to a 2D to 2D transformation. -
Projections in Context
Projections in Context Kaye Mason and Sheelagh Carpendale and Brian Wyvill Department of Computer Science, University of Calgary Calgary, Alberta, Canada g g ffkatherim—sheelagh—blob @cpsc.ucalgary.ca Abstract sentation is the technical difficulty in the more mathematical as- pects of projection. This is exactly where computers can be of great This examination considers projections from three space into two assistance to the authors of representations. It is difficult enough to space, and in particular their application in the visual arts and in get all of the angles right in a planar geometric projection. Get- computer graphics, for the creation of image representations of the ting the curves right in a non-planar projection requires a great deal real world. A consideration of the history of projections both in the of skill. An algorithm, however, could provide a great deal of as- visual arts, and in computer graphics gives the background for a sistance. A few computer scientists have realised this, and begun discussion of possible extensions to allow for more author control, work on developing a broader conceptual framework for the imple- and a broader range of stylistic support. Consideration is given mentation of projections, and projection-aiding tools in computer to supporting user access to these extensions and to the potential graphics. utility. This examination considers this problem of projecting a three dimensional phenomenon onto a two dimensional media, be it a Keywords: Computer Graphics, Perspective, Projective Geome- canvas, a tapestry or a computer screen. It begins by examining try, NPR the nature of the problem (Section 2) and then look at solutions that have been developed both by artists (Section 3) and by com- puter scientists (Section 4). -
Anamorphosis: Optical Games with Perspective’S Playful Parent
Anamorphosis: Optical games with Perspective's Playful Parent Ant´onioAra´ujo∗ Abstract We explore conical anamorphosis in several variations and discuss its various constructions, both physical and diagrammatic. While exploring its playful aspect as a form of optical illusion, we argue against the prevalent perception of anamorphosis as a mere amusing derivative of perspective and defend the exact opposite view|that perspective is the derived concept, consisting of plane anamorphosis under arbitrary limitations and ad-hoc alterations. We show how to define vanishing points in the context of anamorphosis in a way that is valid for all anamorphs of the same set. We make brief observations regarding curvilinear perspectives, binocular anamorphoses, and color anamorphoses. Keywords: conical anamorphosis, optical illusion, perspective, curvilinear perspective, cyclorama, panorama, D¨urermachine, color anamorphosis. Introduction It is a common fallacy to assume that something playful is surely shallow. Conversely, a lack of playfulness is often taken for depth. Consider the split between the common views on anamorphosis and perspective: perspective gets all the serious gigs; it's taught at school, works at the architect's firm. What does anamorphosis do? It plays parlour tricks! What a joker! It even has a rather awkward dictionary definition: Anamorphosis: A distorted projection or drawing which appears normal when viewed from a particular point or with a suitable mirror or lens. (Oxford English Dictionary) ∗This work was supported by FCT - Funda¸c~aopara a Ci^enciae a Tecnologia, projects UID/MAT/04561/2013, UID/Multi/04019/2013. Proceedings of Recreational Mathematics Colloquium v - G4G (Europe), pp. 71{86 72 Anamorphosis: Optical games. -
Perspective As Ideology
perspective as ideology Perspective, far from being the ‘way that we naturally see’, is a highly constructed set of visual conventions that charges the visual fi eld — in and out of graphic representation occasions — with ideological mandates and presup- positions. Through the ‘instructive’ function of perspectival scenery in popular culture (print, fi lm, photography, etc.), everyday visual perception carries over the habits introduced by graphic convention. Trained to ‘see’ through ideology, perception creates the categories and identities that are readily fi lled in sense encounters, ‘proving’ the ideological basis to be ‘empirically valid’ although the ‘data’ has been ‘fi xed from the start’. It is possible to use Lacan’s L-scheme to recover the forensic pattern of ideological structuring that creates the ‘uncanny’ reversal of cause and effect so that perception appears to ‘endorse’ ideological signifi cations. 1. the cone of vision In the consolidation of ‘rules of perspective’ for application in draughting and painting, the model of the cone of vision was used to demonstrate how visual rays eminating f from the single, fi xed, open eye (binocularity would not work in perspective) could ‘cut’ imagined through an imaginary or actual picture plane to mark the relative position of objects alternative lying beyond. In this way, objects actually did represent accurately the spherical quality observer of the visual fi eld, where ‘straight’ edges appeared to be curved, as they actually were vanishing point on the surface of the retina. Geometric perspective was used to ‘correct’ this curvature and, by projecting parallel straight lines, locate vanishing points that could subsequently $ be used to regulate other lines parallel to the fi rst. -
Perpective Presentation2.Pdf
Projections transform points in n-space to m-space, where m<n. Projection is 'formed' on the view plane (planar geometric projection) rays (projectors) projected from the center of projection pass through each point of the models and intersect projection plane. In 3-D, we map points from 3-space to the projection plane (PP) (image plane) along projectors (viewing rays) emanating from the center of projection (COP): TYPES OF PROJECTION There are two basic types of projections: Perspective – center of projection is located at a finite point in three space Parallel – center of projection is located at infinity, all the projectors are parallel Plane geometric projection Parallel Perspective Orthographic Axonometric Oblique Cavalier Cabinet Trimetric Dimetric Single-point Two-point Three-point Isometric PARALLEL PROJECTION • center of projection infinitely far from view plane • projectors will be parallel to each other • need to define the direction of projection (vector) • 3 sub-types Orthographic - direction of projection is normal to view plane Axonometric – constructed by manipulating object using rotations and translations Oblique - direction of projection not normal to view plane • better for drafting / CAD applications ORTHOGRAPHIC PROJECTIONS Orthographic projections are drawings where the projectors, the observer or station point remain parallel to each other and perpendicular to the plane of projection. Orthographic projections are further subdivided into axonom etric projections and multi-view projections. Effective in technical representation of objects AXONOMETRIC The observer is at infinity & the projectors are parallel to each other and perpendicular to the plane of projection. A key feature of axonometric projections is that the object is inclined toward the plane of projection showing all three surfaces in one view. -
Projector Pixel Redirection Using Phase-Only Spatial Light Modulator
Projector Pixel Redirection Using Phase-Only Spatial Light Modulator Haruka Terai, Daisuke Iwai, and Kosuke Sato Abstract—In projection mapping from a projector to a non-planar surface, the pixel density on the surface becomes uneven. This causes the critical problem of local spatial resolution degradation. We confirmed that the pixel density uniformity on the surface was improved by redirecting projected rays using a phase-only spatial light modulator. Index Terms—Phase-only spatial light modulator (PSLM), pixel redirection, pixel density uniformization 1 INTRODUCTION Projection mapping is a technology for superimposing an image onto a three-dimensional object with an uneven surface using a projector. It changes the appearance of objects such as color and texture, and is used in various fields, such as medical [4] or design support [5]. Projectors are generally designed so that the projected pixel density is uniform when an image is projected on a flat screen. When an image is projected on a non-planar surface, the pixel density becomes uneven, which leads to significant degradation of spatial resolution locally. Previous works applied multiple projectors to compensate for the local resolution degradation. Specifically, projectors are placed so that they illuminate a target object from different directions. For each point on the surface, the previous techniques selected one of the projectors that can project the finest image on the point. In run-time, each point is illuminated by the selected projector [1–3]. Although these techniques Fig. 1. Phase modulation principle by PSLM-LCOS. successfully improved the local spatial degradation, their system con- figurations are costly and require precise alignment of projected images at sub-pixel accuracy.