CS 395/495-26: Spring 2003 - PowerPoint PPT Presentation

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CS 395/495-26: Spring 2003

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Optics of Hair? Inverse Rendering? Steve Marschner, Cornell University ... OR: use 3D cross products: Points Plane Conversions. PT1. PT2. PT3 = 0. p11 p12 p13 p14 ... – PowerPoint PPT presentation

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Title: CS 395/495-26: Spring 2003


1
CS 395/495-26 Spring 2003
  • IBMR Week 5 A Back to Chapter 2
  • 3-D Projective Geometry
  • Jack Tumblin
  • jet_at_cs.northwestern.edu

2
IBMR-Related Seminars
  • 3D Scanning for Cultural Heritage Applications
    Holly Rushmeier, IBM TJ Watson
  • Friday May 16 300pm, Rm 381, CS Dept.
  • no title yet ...ltBRDF, BRSSDF capture? Optics of
    Hair? Inverse Rendering?gt
  • Steve Marschner, Cornell University Friday May
    23 300pm, Rm 381, CS Dept.

3
3D Homogeneous Coordinates
  • Extend Projective space from 2D to 3D
  • P2
  • From 2D world space (x,y) make
  • 2D homogeneous coordinates (x1,x2,x3).
  • 2D projective image space (x,y) (x1/x3,
    x2/x3)
  • P3
  • From 3D world space (x,y,z) make
  • 3D homogeneous coordinates (x1,x2,x3,x4).
  • 3D projective image space (x,y,z)
    (x1/x4, x2/x4, x3/x4)

4
3D Homogeneous Coordinates
  • Unifies points and planes
  • (but lines are messy)
  • Puts perspective projection into matrix form
  • No divide-by-zero, points at infinity defined

But in P3, write same point x as where
in R3, write point x as
x1 x2 x3 x4
x y z
x x1 / x4, y x2 / x4, z x3 / x4, x4
anything non-zero! (but usually defaults to 1)
y
(x,y,z)
x
z
5
A Very Common Mistaek
  • P2 homog. coords 2D projective map (2D point?3D
    ray is correct)
  • P3 homog. coords. 3D projective map ( But 3D
    point?3D ray is WRONG!)

(x,y)
(x1, x2, x3)
(x,y,z)
(x1, x2, x3, x4)
x2
x2
x3
y
x
x1
x1
6
A Very Common Mistaek
  • P2 homog. coords 2D projective map (2D
    point?3D ray)
  • P3 homog. coords. 3D projective map ( 3D
    point?3D ray is WRONG!)

(x,y)
(x1, x2, x3)
(x,y,z)
(x1, x2, x3, x4)
x2
NO! Dont confuse 3D z with projective x4!
x2
(x,y,z)
x3
y
x
x1
x1
7
P3 Point ?? Plane duality
  • Recall Plane Equations in 3D
  • Normal vector (a,b,c) n
  • Unaffected by scale k, with
  • Min. Distance from plane to origin d
  • Write in 3D homog. coordinates
  • Point x and Plane ? are duals (lines are not!)

ax by cz d 0

kax kby kcz kd 0
ax by cz d 0
a b c d
0
x1 x2 x3 x4
xT.? 0
8
3D Homogeneous Coordinates
  • P2 homog. coords 2D projective map (2D
    point?3D ray)
  • P3 homog. coords. 3D projective map 3D point?4D
    ray --an impossible-to-draw plane in R4 with
    normal x1,x2,x3 --its 3D part is a ray through
    origin

(x,y)
(x1, x2, x3)
(x,y,z)
(x1, x2, x3, x4)
x2
x2
(x,y,z)
x3
x3
y
x
x1
(Approx. as many 2D planes of constant z)
x1
(One 2D planeof constant z)
9
3D Homogeneous Coordinates
  • P3 homog. coords. 3D projective map 3D point?4D
    ray --Superset of P2 transformations
  • --Includes translation, projection from any
    point

H
(x,y,z)
(x1, x2, x3, x4)
(x1, x2, x3, x4)
(x,y,z)
x2
x2
x3
x3
x1
x1
(Approx. as many 2D planes of constant z)
10
Points?? Plane Conversions
  • Find plane ? thru points P1,P2,P3?
  • Easy! Stack points
  • Find null space (SVD)
  • (Rank 2? collinear points!)
  • OR use 3D cross products

0
?
PT1 PT2 PT3
?1 ?2 ?3 ?4
p11 p12 p13 p14 p21 p22 p23 p24 p31
p32 p33 p34
0
  • (p1 p3) ? (p2-p3)
  • x3(x1 ? x2)

(p1 - p3) ? (p2 - p3) -p3T (p1 ? p2)
?
(scalar)
11
Points?? Planes in P3
  • Plane ? can define a 3D coordinate system (find
    u,v coordinates within plane, w along plane
    normal)
  • Because ? is equiv. to planes normal vector
  • Find 3 ? vectors in P3 (null space of 0 0 0 ?
    )
  • assemble them as columns of 4x3 M vector
  • To get 3D coords of any P3 point p M p x
  • Finds a 2D coords in P2 plane (of ?) x

u v w
12
Lines in P3 Awkward
  • Geometrically, Lines are
  • Intersection of 2 (or more) planes,
  • An axis or pencil of planes,
  • Linear combo of 2 points, p1 A(p2-p1)
  • a 4 DOF entity in P3 a 4-vector wont do!
  • Symbolically Three forms of P3 lines
  • Span Null Space of matrix W
  • Plucker Matrix
  • Plucker Line Coordinates

13
P3 Lines 1a (Point-Point) Span W
  • Recall that a point x is on a plane ? iff
  • if 2 given points A, B intersectwith a pencil
    of planes on a line,
  • Define a P3 line as that intersection stack
    AT, BT to make 2x4 matrix W
  • W
  • If line W contains the plane ?, then W ? 0

xT.? 0
B
A
T.? 0
A B
a1 a2 a3 a4 b1 b2 b3 b4
14
P3 Lines 1b (Plane-Plane) Span W
  • Recall that a point x is on a plane ? if
  • If 2 given planes P,Q intersect ata pencil of
    points on a line,
  • Define a P3 line as that intersection stack
    PT, QT to make 2x4 matrix W
  • W
  • If line W contains the point x, then W x 0

xT.? 0
P
Q
xT.PQ 0
p1 p2 p3 p4 q1 q2 q3 q4
15
P3 Lines 1Spans
  • (Point) Span W
  • (Found from points A,B)
  • Used to test plane ?
  • (Plane) Span W
  • (Found from planes P,Q)
  • Used to test point x

B
W ? 0
A
Useful property
WT W W WT 02x2 (the 2x2 null matrix)
P
Q
W x 0
16
P3 Lines 1 Join reverses Spans...
  • Join Line W and Point p ?? Plane ?
  • W ? 0 iff plane ? holds line W, andpT ? 0
    iff plane ? holds point p stack Let M
    solve for ? in M ? 0
  • Join Line W and Plane ? ?? Point p
  • W p 0 iff line W holds point p? p 0
    iff plane ? holds point p stack
  • Let M solve for p in M p 0

W pT
W ?
17
P3 Lines 2 Plucker Matrices
  • Line A 4x4 symmetric matrix, rank 2, 4DOF
  • Line L through known points A, B
  • L A.BT - B.AT
  • Line L through known planes P,Q
  • L P.QT QPT

Two forms
B
A
a1 a2 a3 a4
b1 b2 b3 b4
-
b1 b2 b3 b4
a1 a2 a3 a4
P
Q
18
P3 Lines 2 Plucker Matrices
  • Line A 4x4 symmetric matrix, rank 2, 4DOF
  • Line L through A, B pts L A.BT - B.AT
  • Line L through P,Q planes L P.QT - QPT
  • L ? L convert?Note that
  • Skew-symmetric
  • Ls has 6 params or
  • Note detL0 is written l12l34 l13l42 l14l23
    0
  • Simple! Replace lij with lmn so that i,j,m,n
    1,2,3,4Examples l12 ?l34,or l42?l13 etc.

? l12 l13 l14? ? l23 l24 ? ? ?
l34? ? ? ?
? l12 l13 l14? ? l23 ? ? ? ?
l34? l42 ? ?
(to avoid minus signs)
19
P3 Lines 2 Plucker Matrices
  • Join Line L and Point p ? Plane ?
  • L.p ? (if point is on the line,
    then L.p 0)
  • Join Line L and Plane ? ? Point p
  • L.? p
  • (if line is in the plane, then L.? 0)

20
P3 Lines 3 Plucker Line Coords
  • Plucker Matrix has 6 vital elements
  • Off-diagonals or
  • Just make them a 6-vector
  • and require that detL 0, or

? l12 l13 l14? ? l23 l24 ? ? ?
l34? ? ? ?
? l12 l13 l14? ? l23 ? ? ? ?
l34? l42 ? ?
(to avoid minus signs)
l12 l13 l14 l23 l42 l34
L
l12l34 l13l42 l14l23 0
21
Projective Transformations
  • Use H for transforms in P3
  • Has 15 DOF (4x4 -1)
  • Superset of the P2 H matrix
  • Homework Hint
  • ProjA show P2 objects in R3
  • x1?x,x2?y,x3?z uses??

h11 h12 h13 h14 h21 h22 h23 h24 h31 h32
h33 h34h41 h42 h43 h44
H
h11 h12 0 h13 h21 h22 0 h23 0 0
0 0 h31 h32 0 h33
h11 h12 h13 h21 h22 h21 h31 h32 h33
H2
h11 h12 h13 0 h21 h22 h23 0 h31 h32
h33 0 0 0 0 1
22
P3 Transformations
  • Transform a point p or plane ? with H
  • Lines 1 Transform a span
  • Lines 2 Transform a Plucker Matrix

p H.p ? H-T. ?
W H.W W H-T.W
L H.L.HT L H-T.L.H-1
23
END
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