The camera model and similar techniques

Several projects described in this article have synchronized multiple video streams as input. Therefore, in order to correctly simulate the imaging process of the cameras in a computer, a mathematical camera model...
This article was sent to us by: Aaron F. at 12142009

1 Tutorials and Guides » The camera model and similar techniques
Bookmark and Share

Several projects described in this article have synchronized multiple video streams as input. Therefore, in order to correctly simulate the imaging process of the cameras in a computer, a mathematical camera model is required. Such formulation is detailed later, where the correspondence between a real camera and its computational equivalent is presented. After that, we briefly describe the process of camera calibration and the imaging geometry of stereo cameras. Although the projects in this article are usually tailored to human actors, the fundamental principles described here can also be applied to a larger class of real-world subjects, like animals.

This description concludes with a description of important computer vision algorithms employed by several projects proposed in this article. In particular, we briefly describe how to perform background subtraction, and how to calculate optical flow, scene flow and SIFT features. The information contained in a 3D scene can be captured to a 2D image plane by a camera as follows: first, a lens collects the incident illumination. Afterwards, the light rays are deflected towards a focal point, and at the end, the deflected rays create an image of the observed scene. In the following, we will describe the mathematical framework formapping the 3D world space to the 2D image plane, the process of camera calibration and the geometry of stereo cameras. The matrix K can be referred to as the calibration matrix and its entries are called the intrinsic parameters of the camera. The principal point in the image plane is at position at the intersection of the optical axis with the image plane. The coefficients represent the focal length of the camera in terms of pixel dimensions in x and y directions, respectively. The focal length f of the camera, and mx and my represent the number of pixels per unit distance in image coordinates in x and y respectively. Therefore, a real-world camera can be represented by ten parameters.

However, unfortunately the physical properties of lenses make the previous image formation process geometrically deviate from the ideal pinhole model. Geometric deviations are typically caused by radial or tangential distortion artifacts. Radial distortion happens since a real lens bents light rays towards the optical center by more or less than the ideal amount. Tangential distortion are caused by the bad alignment of the individual lenses in an optical system with respect to the overall optical axis. The imaging process of a real-world camera is simulated by a mathematical camera model. Camera calibration is the process of determining the parameters of the mathematical model that optimally reflect the geometric and photometric imaging properties of the real camera. The most important calibration step is the geometric calibration, where the parameters of the imaging model are estimated. The majority of the calibration algorithms take into account radial and tangential lens distortions and derive these parameters from images of a calibration object with known physical dimensions, such as a checkerboard pattern. The parameters are estimated by means of an optimization procedure that modifies the model parameters until the predicted appearance of the calibration object optimally aligns with the captured images.

Additionally, color calibration can be applied to ensure correct color reproduction under a given illumination setup. White balancing is the simplest color calibration procedure that computes multiplicative scaling factors from an image of a purely white or gray object. We also developed a more sophisticated relative calibration procedure that assure color-consistency across the cameras.

 

 

Legal Disclaimer

Our website is not responsible for the information contained by this article. Articleinput.com is a free articles resource thus practically any visitor can submit an article. However if you notice any copyrighted material, please contact us and we will remove the article(s) in discussion right away.

Related Articles

1. Modeling humans and shapes
A stereo camera comprises of a pair of cameras whose viewing directions converge, and it can be used to derive 3D structural information about the scene. If both cameras are fully-calibrated (intrinsic and extrinsic parameters), the 3D position of a point p visible in both cameras can be calculated via triangulation. The position p is estimated by computing the intersection point of two rays, rA and rB. The ray rA originates in the center of projection of camera A, cA, and passes the image plane in the position p...

2. Background subtraction and optical flow
Another important component contributing to a realistic look of a virtual human is the surface texture. A possible way to reproduce the appearance of a real-world actor is to reconstruct a consistent surface texture from images showing the subject. However, a static texture cannot reproduce dynamic details, such as wrinkles in the apparel. In our projects, we use dynamic surface textures that incorporate such timevarying details. The multiple video streams are recorded in our studio by cameras providing high fram...

3. Visual computing and its research areas
Vision is our strongest sense. It enables us to quickly perceive and analyze our surroundings such that we can find our way around, recognize people and places, and avoid potential dangers. However, this rather functional way of looking at the human visual sense only grasps a fraction of the rich variety of sensual experiences that are channeled through optical stimuli. Visual perception is not only a tool for us but it can also induce great emotions, for instance if we are looking at a painting we like, or when ...

4. Interactive shape deformation
In recent years, interactive shape deformation and editing techniques have become an active field of research in computer graphics. Commonly, the input to such techniques is a triangle mesh to be deformed, denoted by Mtri = (Vtri,Ttri), which consists of n vertices and m triangles. The goal is the development of algorithms to efficiently edit and manipulate Mtri as naturally as possible under the influence of a set of constraints specified by the user. Physical simulation and non-linear deformation methods are ab...

5. Editing methods in computer graphics
Interactive shape editing is an important field of research in computer graphics, and consequently a variety of different solutions were proposed to solve this problem. Early methods like free-form deformation or space deformations enable high-quality shape modeling by directly manipulating the 3D space where the object is embedded. However, they typically fail to reproduce correct deformation results if only a small number of constraints is used. Some approaches propose to solve the computationally expensive non...

6. The guided poisson based method
Inputs to this method are a static triangle mesh M and affine transformations (rotation and scale/shear components), to be applied to nc selected triangles of the input model. The Poisson-based editing scheme manipulates the mesh gradient field instead of directly deforming the spatial coordinates of a triangle mesh. By expressing the mesh in terms of the gradient operators Gj , for each triangle t j , Poisson-based methods are able to derive a novel surface mesh M that matches the deformed gradient field subject...

7. The iterative volumetric laplacian method
In contrast to the two previous methods, the iterative volumetric Laplacian method works on a tetrahedral mesh Ttet and mt tetrahedra Ttet.. A tetrahedralmesh can, for instance, be created from a triangle mesh Mtri by performing a quadric error decimation on M and then building a face-constrained Delaunay tetrahedralization. The input to this approach isTtet and positional constraints pcj for nc selected vertices. This method infers rotational constraints from the given positional constraints and also improves th...