true foe computed foe recovering the observer’s rotation velocity component due to observer’s...
TRANSCRIPT
![Page 1: True FOE Computed FOE Recovering the observer’s rotation Velocity component due to observer’s translation Velocity component due to observer’s rotation](https://reader036.vdocuments.net/reader036/viewer/2022083009/5697c0301a28abf838cdaf74/html5/thumbnails/1.jpg)
True FOEComputed
FOE
Recovering the observer’s rotation
Velocity component due to observer’s translationVelocity component due to observer’s rotationFinal velocity at each locationVelocity perpendicular to field lines must be due to observer’s rotation!
Find (Rx, Ry, Rz) that best explains the motion perpendicular to the field lines
Computed FOE translational field lines
![Page 2: True FOE Computed FOE Recovering the observer’s rotation Velocity component due to observer’s translation Velocity component due to observer’s rotation](https://reader036.vdocuments.net/reader036/viewer/2022083009/5697c0301a28abf838cdaf74/html5/thumbnails/2.jpg)
Finally, recovering 3D layout
Now, how can we compute the relativedepth of surfaces in the scene?
Given (Rx, Ry, Rz), compute image motions due to rotation…
… then subtract motions due to rotation, to obtain the image motions due to the observer’s translation
What are we assuming about objects in the scene?
When is this assumption violated?
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Detecting moving objects
Noisy velocity field, computed from a scene of rectangular objects at different depths
Locations with large velocity changes in the neighborhood – around object boundaries, where depth changes occur
Directions of velocity differences, with the “best FOE location” and moving objects