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Lecture 1 2. Modules Employing Gradient Descent Computing Optical Flow Shape from Shading. is overflow. E/T is big. Gibbs Sampler. Gibbs Sampler. E max /T. that will overflow. = BIGGEST DOUBLE. 2 Modules that Employ Gradient Descent.
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Lecture 12 Modules Employing Gradient Descent Computing Optical Flow Shape fromShading
is overflow E/T is big Gibbs Sampler
Gibbs Sampler Emax/T that will overflow = BIGGEST DOUBLE
2 Modules that Employ Gradient Descent • Computing Optical Flow for Motion Using Gradient Based Approach • Shape from Shading
Optical Flow Motion Field in Image Plane
Optical Flow 2 Methods: • Featured Based - similar to stereo where you solve - correspondence (matching) problem between 2 consecutive frames • Gradient of Intensity Based - No matching needed - Works well when images have much texture - Dense map of (u,v) at each pixel
Gradient of Intensity Based - Spatial Resolution (x,y)pixels per cm - Temporal Resolution frames per second 1 2 3 I(x,y,t2) I(x,y,t1) I(x,y,t3) t I(x,y,t) 16/sec ALIASING
Aliasing Problems noticeable when your sampling cannot truly estimate the underlying frequency Have to sample double the frequency
Chain Rule: I(x,y,t) Assumption: “As an object moves, its intensity does not change”
Specular Regions Specular regions are noise for Computer Vision 2 2
Gradient of Intensity Based It Ix u Iy v
Gradient of Intensity Based Unknowns : u at each (x,y) v at each (x,y)
Gradient of Intensity Based Use Gradient Descent : E(u,v) Update Rule Highly Textured Knowns : Ix, Iy, It at (x,y)
Research Topics • Find (u,v) through gradient Method: Coarse-to-Fine • How to choose l1, l2 automatically • How to get the annealing schedule automatically T high Random Walk T low Greedy
Shape from Shading Point Light at ∞ viewer ping-pong viewer Image Observed: f (viewer position, camera model, shape of object, material of object, light color, light model, light position)
Material of Object • Color • Shiny • Transparency • Texture • Bumpy
Light Model • Ambient – light (constant) at each point • Spot • Omni – Neon – All Direction • Point Light - “Sun”
Light l = R,G,B Il(x,y) = Ambientl + Diffusel + Specularl = Ialkal + kdlIdlcosq + ksIsl(cosa)m Ia : Ambient Light Id : Diffuse Light – Main Light ka : Ambient Constant “glow in dark” kd : Main Color Diffuse Constant White is high , Black is low ks : Mirror Like, Specularity Constant ks = 0 for ping pong = 0.5 for apple = 1 for billioud
Shininess Factor m = 20 m = 1 Sharp Shiny Blurry Shiny
Shininess Factor • : angle between V and R • : angle between L and N cosq = L.N = |L||N|cosq = cosq
Shininess Factor Diffuse = kd Id cosq cosq decrease I 85o 45o 0o brighter darker
Shape Shape = Normal at a surface (Nx, Ny, Nz) unit
Normal Equation of Plane
Normal Normal is different at every point
Light Direction L is the same at every point Contour of Constant Intensity
SFS: Data Constraint Data Constraint
SFS: Energy Function • Known : Ia, kd, (a,b,1), I(x,y) • Unknown : p,q