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8/19/2019 Vision 7CameraModelA S09
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I‐Chen Lin, Assistant Professor
Computer Vision:
7.
Camera
Models
(a)
Dept. of CS, National Chiao Tung University
8/19/2019 Vision 7CameraModelA S09
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• Coordinates x and y
• For
a
more
general
coordinate
representation,
we
usually
use
a vec or orm.
j
⋅=p =(x,y)
T
jop y ⋅=
i
o
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• Line l : ax+by =c (a,b)T ( x,y )=c
j
p=(x,y)Tc
i
(a,b)T
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• Uniform treatment of points and lines
• Line
‐point
incidence:
l T
p=0
j
stay the same when scaled:
p=(x,y,1)T~(kx,kx,k)Tc
i
(a,b)T l=(a,b,‐c)T~(ka,kb,‐kc)T
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.
• Furthermore, …
– We use
homogenous
coordinates
to
combine
rotation
and
translation into same framework: matrix transformation.
–
It allows
easy
transformation
between
“frames”
– common
between computer vision and graphics.
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• To apply the camera model, objects in the scene must be
expressed
in
camera coordinates.
y
Camera
w
c
T x z
World
Coordinates
Coordinates z
Calibration target looks tilted from camera
viewpoint. This can be explained as a
difference in coordinate s stems.
x
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‐ ‐
body.
• .
• R, t : the extrinsic parameters.
y (0, 1, 0)
v (vx, vy, vz)
w (wx, wy, wz)
v’w’
optic axisc
x (1,0,0)
u (ux, uy, uz)
u’
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•
• AP is coordinates of P in frame A
• BP
is
coordinates
of
P
in
frame
B
A
A x
A
⎜ ⎟
A A A= y A
z
⎝
⎜
⎠
⎟= x • A y • A z • A A
A
i A
O A
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B
P=
A
P+
B
O A( )k B
j BO B
A B
A
i A
O A
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• Using homogeneous coordinates, translation can be
expressed
as
a
matrix
multiplication. B A B
AP P O= +
1 0 1 1
B B A
AP I O P=⎢ ⎥ ⎢ ⎥ ⎢ ⎥⎣ ⎦ ⎣ ⎦ ⎣ ⎦
• Translation is commutative
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A B x x⎛ ⎞ ⎛ ⎞( ) ( ) A B A A A B B B
A B
OP i j k y i j k y
z z
= =⎜ ⎟ ⎜ ⎟⎜ ⎟ ⎜ ⎟⎝ ⎠ ⎝ ⎠
uuuv
B B A=
means describing
frame
A
in
A R The coordinate system of
frame B
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. . . A B A B A B
B
⎡ ⎤⎢ ⎥
i i j i k i
. . .
. . .
A A B A B A B
A B A B A B⎢ ⎥⎣ ⎦i k j k k k
B B B
A A A⎡ ⎤= ⎣ ⎦i j k
A T
B
A T
⎡ ⎤
⎢ ⎥
i
B
A T
B
=⎢ ⎥k
Orthogonal matrix: R-1 = RT
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What is the rotation matrix?
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’ ’’ , ,
• Heading, pitch roll: world Z, new X, new Y
’ ,
focus on that
⎥⎥
⎢⎢
−
= 0)cos()sin(
s ncos
)( θ θ θ Z R
⎥⎥⎥
⎢⎢⎢ −=
cossin0
)sin()cos(0)( φ φ φ X R
⎥
⎤
⎢
⎡ )sin(0)cos( κ κ
⎥⎦⎢⎣− )cos(0)sin( κ κ Y
Remind: applying coordinate rotation φ is equal to applying rotation – φ to objects.
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• s ng omogeneous coor nates, rotat on can e expresse as a matrix multiplication.
B B A
AP R P=
1 0 1 1 A=⎢ ⎥ ⎢ ⎥ ⎢ ⎥
⎣ ⎦ ⎣ ⎦ ⎣ ⎦
• Rotation is not commutative
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B B A B A A
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.
.
1 0 B B B AP O R P⎡ ⎤ ⎡ ⎤ ⎡ ⎤ ⎡ ⎤
1 0 1 0 1 1 B B A
=⎣ ⎦ ⎣ ⎦ ⎣ ⎦ ⎣ ⎦
1 1
A A
T = ⎢ ⎥ ⎢ ⎥
⎣ ⎦ ⎣ ⎦0
1 1
B
AT =⎢ ⎥ ⎢ ⎥
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• Linear transformation of perspective projection coordinate.
⎤⎡ X
⎥⎥
⎢⎢
⎥⎥
⎢⎢==⎥
⎥⎢⎢= 0010]0[
Z
Y P I v p
⎦⎣ 1
• Recover image (normalized) coordinate by projection.
X uˆ
Y v
Z w
==
==
ˆ Z w
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• eca perspect ve pro ect on
http://commons.wikimedia.org/wiki/
File:Taiwan_HighSpeedRail_Train_Business_Class_Car.JPG
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)!OK(oftenconstantisdepthPretend
=ˆ Z
ur
=ˆ Z v r
⎥
⎤
⎢
⎡
⎤⎡⎤⎡ 0001
X
u
⎥⎥
⎢⎢
⎥⎥⎦⎢
⎢⎣
=
⎥⎥⎦⎢
⎢⎣ 000
0010 Z
Z Z
w
v
r
r
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O
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Pixels are on a grid of a certain dimension
O
[f] = m (in meters)
[k] = pixels/m
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We put the pixel coordinate origin on topleft
O
0
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a r xna ra o
X ⎤⎡
×
0
0
0010]0[ Z
Y vP I K v p
⎥⎥
⎢⎢
⎥⎥
⎢⎢
⎥⎥
⎢⎢==⎥
⎥⎢⎢= β
1
w
⎦⎣
0ˆ
u
sY X u
u +
+
==
α
0ˆ v
Y vv +==
β skew
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cot
a r xna ra o
xu ⎤⎡⎤⎡ −
×
θ α α
0 0010sin
]0[1
z
yvP I K
zv p
⎥⎥
⎢⎢
⎥⎥
⎢⎢
⎥⎢==⎥⎥
⎢⎢=
θ
β
11
⎦⎣⎦⎣
0
cot
u
x
u +
−
=
θ α α
0v y
v += β
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x
.
• Perspective projection mapping (including intrinsic and
extrinsic parameters).
y
x
O R
uuc
w
c
w
0001cot
10 ⎥
⎤⎢⎡
⎤⎡⎥⎤
⎢⎡
⎥⎤
⎢⎡ −
⎥⎤
⎢⎡
β
θ α α
z z1
1001001sin1
0
⎥⎥⎦
⎢⎢⎣
⎦⎣⎥⎦⎢⎣⎥⎦⎢⎣
==
⎥⎦⎢⎣
=θ
[ ] MP z
PO RK
z
c
w
c
w
11==
5+6 DOF = 11 !