true foe computed foe recovering the observer’s rotation velocity component due to observer’s...

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True FOE Compute d FOE Recovering the observer’s rotation Velocity component due to observer’s translation Velocity component due to observer’s rotation Final velocity at each location Velocity perpendicular to field lines must be due to observer’s rotation! Find (R x , R y , R z ) that best explains the motion perpendicular to the field Computed FOE translational field lines

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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

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

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?

Page 3: True FOE Computed FOE Recovering the observer’s rotation Velocity component due to observer’s translation Velocity component due to observer’s rotation

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