Layered representations for vision and video
Edward H. Adelson
Department of Brain and Cognitive Sciences
and
Media Laboratory
Massachusetts Institute of Technology
Cambridge, MA 02139
Representation of Scenes from Collections of Images
Rakesh Kumar, P. Anandan, Michal Irani, James Bergen, Keith Hanna
David Sarnoff Research Center
CN5300, Princeton, NJ 08543
EMAIL: kumar@sarnoff.com
This paper presents an hierarchical framework for scene
representation. Each increasing level in the hierarchy supports
additional types of tasks so that the overall structure grows in
capability as more information about the scene is acquired. The
proposed hierarchy of representations is as follows: (1) The images
themselves (2) Two dimensional image mosaics. (3) Image mosaics with
parallax and (4) Layers and tiles with parallax. We develop the
algorithms used to build these representations and demonstrate results
on real image sequences. Finally, the application of these
representations to real world problems is discussed.
Physically-Valid View Synthesis by Image Interpolation
Steven M. Seitz and Charles R. Dyer
Direct Methods for Visual Scene Reconstruction
Richard Szeliski and Sing Bing Kang
About the correspondence of points between N images
O. Faugeras and B. Mourrain
They fall in three type: bilinear relations arising when we consider
pairs of images among the N and which are the well-known epipolar
constraints, trilinear relations arising when we consider triples of
images among the N, and quadrilinear relations arising when we
consider four-tuples of images among the N. Moreover, we show how
two trilinear relations imply the bilinear ones (i.e. the epipolar
constraints) We also show how these trilinear constraints can be used
to predict the image coordinates of a point in a third image, given
the coordinates of the images in the other two images, even in cases
where the prediction by the epipolar constraints fails (points in the
trifocal plane, or optical centers aligned).
Finally, we show that the quadrilinear relations are in the ideal
generated by the bilinearities and trilinearities, and do not bring in
any new information. This completes the algebraic description of
correspondence between any number of cameras.
Duality of Reconstruction and Positioning from Projective Views
Stefan Carlsson
Shape tensors for Efficient and Learnable Indexing
Michael Werman and Daphna Weinshall
Relation Between 3D Invariants and 2D Invariants
S.J. Maybank
GEC-Marconi Hirst Research Centre
Virtualized Reality: Being mobile in a visual scene
Takeo Kanade, P. J. Narayanan, Peter Rander
We have been developing a new visual medium named virtualized reality.
It delays the selection of the viewing angle till view time, using
techniques from computer vision and computer graphics. The visual
event is captured using many cameras that cover the action from all
sides. The 3D structure of the event, aligned with the pixels of the
image, is computed for a few selected directions using a stereo
technique. Triangulation and texture mapping enable the reconstruction
of the event from any viewpoint on graphics workstations. By
reconstructing two views of the event, one view each for the user's
left and right eyes, and supplying these images to a stereo-viewing
system, the viewer can experience being in the scene rather than just
watching it. Virtualized reality, then, allows the viewer to move
freely in the scene, independent of the transcription angles used to
record the scene.
Virtualized reality has significant advantages over virtual reality.
The virtual reality world is typically described using simplistic,
artificially-created CAD models. Virtual reality starts with the real
world scene and virtualizes it. It is a fully 3D medium as it knows
the 3D structure of every point in the image.
The applications of virtualized reality are many. Training can become
safer and more effective by enabling the trainee to move about freely
in a virtualized environment. A whole new era of entertainment
programming can open by allowing the viewer to watch a basketball game
while standing on the court or while running with a particular player.
In this paper, we describe the hardware and software setup in our
"studio" to make virtualized reality movies. Examples are provided to
demonstrate the effectiveness of the system.
Multiframe Structure from Motion in Perspective
John Oliensis
A Canonical Framework for Sequences of Images
Anders Heyden, Kalle Åströ m
Metric Calibration of a Stereo Rig
Andrew Zisserman, Paul A Beardsley and Ian Reid
Results are included of affine and metric calibration and structure
recovery using images of real scenes.
Department of Computer Sciences
University of Wisconsin
Madison, WI 53706
Digital Equipment Corporation
Cambridge Research Lab, One Kendall Square, Bldg. 700
Cambridge, MA 02139
Computational Vision and Active Perception Laboratory
NADA-KTH, Stockholm, Sweden
Email: stefanc@bion.kth.se
In this paper we derive constraint relations between linearly
invariant image structure, space point structure and camera positions.
These relations can be written as canonical ``projection'' equations
where cameras are represented by their positions in space only. In
these relations, space points and camera positions occur in a
reciprocal way which means that there is a duality between the
problems of computing scene structure and camera positions from image
data, in the sense that they can be solved with the same kind of
algorithm depending on the number of space points and camera views.
The problem of computing camera positions from m points in n views
can be solved with the same algorithm as the problem of directly
reconstructing n+4 points in m-4 views. This unifies different
approaches for projective reconstruction, epipolar based vs. direct
methods.
Institute of Computer Science
The Hebrew University of Jerusalem
91904 Jerusalem, Israel
Robotics Research Laboratory
Department of Engineering Science
University of Oxford
OX1 3PJ, UK
Elstree Way, Borehamwood
Herts WD6 1RX, UK
email: maybank@robots.oxford.ac.uk
Robotics Institute
Carnegie Mellon University
Pittsburgh, PA 15213
NEC Research Institute
4 Independence Way
Princeton, N.J. 08540
Dept of Mathematics, Lund University
Box 118, S-221 00 Lund, Sweden
email: andersp@maths.lth.se kalle@maths.lth.se
Robotics Research Group
Department of Engineering Science
University of Oxford
Oxford, OX1 3PJ, UK