Computer Vision L1-L4

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Last updated 7:19 PM on 9/8/26
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59 Terms

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Computer Vision Definition

Automatic understanding of images and video

  1. Measurement

  2. Perception and Interpretation

  3. Search and Organization

  4. Visual Generation


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Vision for Measurement

  • computing properties of the 3D world from visual data

  • Examples: real-time stereo, structure from motion, tracking


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Vision for Perception and Interpretation

  • algorithms and representations to allow a machine to recognize objects, people, scenes, and activities.

  • Example: recognizing objects in a photo


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Visual Search and Organization

  • algorithms to mine, search, and interact with visual data

  • Example: social media algorithms


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Visual Generation

  • algorithms for manipulation or creation of image or video content

  • Examples: photo filters, ai generated images/video


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Computer Vision Uses

  • Optical character recognition (OCR)

  • Face Detection

  • Face Recognition

  • Biometrics (fingerprint scanner, Face ID, iris patterns)

  • Visual Effects (CGI, de-aging)

  • Sports Overlays for Live

  • Robotics

  • Smart and Self Driving Cars

  • Games (Kinect)

  • Medical Imaging


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Why is Computer Vision difficult

  • Ill-posed problem: real world much more complex than what we can measure in images (3D to 2D)

  • Impossible to “invert” image formation process


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Challenges in Computer Vision

  • viewpoint variation

  • scale

  • illumination

  • intra-class variation (same object that looks different; cars)

  • motion

  • background clutter

  • occlusion (object partially hidden

  • local ambiguity (blurry images that have similar looking shapes but are different objects)


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How far are we?

  • Current models are very good at the “easy” things

  • Humans are still better at the “hard” things

  • Deep learning keeps moving the line between the two


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Geometric Primitives in 2D and 3D

  • points, lines, and planes


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2D Lines

  • L = ax + by + c


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2D Linear Transformations

  • only 2D linear transformations can be represented by a 2×2 matrix

  • Combinations of

    • scaling

    • rotation

    • shear

    • reflection/mirror


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Scaling

  • multiplying each of its components by a scalar

    • uniform means scalar is same for all components

    • non-uniform means different scalars per component

  • 2D Equation

    • x’ = ax

    • y’ = by


<ul><li><p>multiplying each of its components by a scalar </p><ul><li><p>uniform means scalar is same for all components </p></li><li><p>non-uniform means different scalars per component </p></li></ul></li><li><p>2D Equation</p><ul><li><p>x’ = ax </p></li><li><p>y’ = by</p></li></ul></li></ul><p></p>
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Rotation

  • 2D Equation

    • x’ = x cos θ - y sin θ

    • y’ = x sin θ + y cos θ


<ul><li><p>2D Equation</p><ul><li><p>x’ = x cos θ - y sin θ</p></li><li><p>y’ = x sin θ + y cos θ</p></li></ul></li></ul><p></p>
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Shear

  • slant or skew shape by one side parallel

  • 2D Equation

    • x’ = x + (shx * y)

    • y’ = (x * shy) + y


<ul><li><p>slant or skew shape by one side parallel </p></li><li><p>2D Equation</p><ul><li><p>x’ = x + (shx * y)</p></li><li><p>y’ = (x * shy) + y</p></li></ul></li></ul><p></p>
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Reflection/Mirror

  • 2D Equation

    • For X-axis: y’ = -y

    • For Y-axis: x’ = -x

    • For origin: x’ = -x, y’ = -y


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Translation

  • 2D Equation

    • x’ = x + tx

    • y’ = y + ty


<ul><li><p>2D Equation </p><ul><li><p>x’ = x + tx</p></li><li><p>y’ = y + ty </p></li></ul></li></ul><p></p>
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Homogeneous Coordinates


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Matrix Composition - what, why, note

  • transformations can by combined by matrix multiplication

  • efficiency is main point of composition

  • multiplication order does matter


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2D Affine Transformations

  • combinations of linear transformations and translations

  • note: parallel lines remain parallel


<ul><li><p>combinations of linear transformations and translations </p></li><li><p>note: parallel lines remain parallel </p></li></ul><p></p>
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2D Projective Transformations

  • combinations of affine transformations and projective warps

  • only lines remain lines


<ul><li><p>combinations of affine transformations and projective warps</p></li><li><p>only lines remain lines</p></li></ul><p></p>
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Classification of 2D Transformations

  • each variable in the matrix accounts for one degree of freedom


<ul><li><p>each variable in the matrix accounts for one degree of freedom </p></li></ul><p></p>
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Classification of 3D Transformations


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Focal Length

distance from center of camera to image plance

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Bare - Sensor Images

results in blurry image because all light rays are collected for image plane

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Pinhole camera

  • blocks most rays so image can form

  • flipped image plane as side effect


<ul><li><p>blocks most rays so image can form </p></li><li><p>flipped image plane as side effect</p></li></ul><p></p>
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Vanishing Point

  • in images, parallel lines on the same plane lead to collinear vanishing points (horizon)

  • was a great way to identify ai generated images, but is being fixed in recently


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Perspective Projection

  • size of object in image plane is inversely proportional to distance

    • closer the object to camera center, it appears larger in the image

    • far objects appear smaller than close ones

  • the larger the focal length, the bigger the image

  • From 3D space to 2D point


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Perspective Projection Math

  • f is focal length and z is length of object to camera center

  • Points Defined in camera coordinate system

  • P = [ x y z ] projects to 2D image point P’ = [ x’ y ] where

    • x’ = f’ ( x/z )

    • y’ - f’ ( y/z )

  • P = [ x y z 1 ] projects to 2D image point [ x’ y’ 1 ] where P’ = CP



<ul><li><p>f is focal length and z is length of object to camera center </p></li></ul><ul><li><p>Points Defined in camera coordinate system </p></li><li><p>P = [ x y z ] projects to 2D image point P’ = [ x’ y ] where</p><ul><li><p>x’ = f’ ( x/z )</p></li><li><p>y’ - f’ ( y/z ) </p></li></ul></li><li><p>P = [ x y z 1 ] projects to 2D image point [ x’ y’ 1 ] where P’ = CP</p></li><li><p></p></li></ul><p></p>
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Perspective Projection Calibration Matrixes

  • sensor and pinhole aligned

  • shifted sensor

  • non square pixels and skewed sensor


<ul><li><p>sensor and pinhole aligned</p></li><li><p>shifted sensor</p></li><li><p>non square pixels and skewed sensor <br></p></li></ul><p></p>
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Projective Camera Complete Matrix

  • calibration, projection, extrinsics

  • 11 degrees of freedom


<ul><li><p>calibration, projection, extrinsics </p></li><li><p>11 degrees of freedom</p></li></ul><p></p>
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What does projection lose?

  • depth

  • length

  • angles


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What does projection preserve?

  • straight lines


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Weak Perspective

  • x’ = m x

  • y’ = m y

  • m = f’ / z0


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Orthographic Projection

  • 1 to 1 projection of 3D object to 2D

  • x’ = x

  • y’ = y


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Types of Projection

  • perspective

  • weak perspective

  • orthographic

  • application and situation determine use case


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Three Parts of Photometric image formation

  • lighting

  • reflectance and shading

  • optics


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Lighting

  • 2 kinds; point or area

  • shadows can help determine if image is ai generated


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Reflectance and shading

  • surface reflection depends on both the viewing and illumination direction with Bidirectional Reflection Distribution Function

  • also a good way to tell if image is ai generated


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Specular Reflection

incident light rays are reflected in a direction that is rotated by 180 around the surface normal

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Diffuse Reflection

  • Light scatters in all directions

    • Lambertian

    • Oren-Nayar

    • Phong

    • Fully general: BRDF or Bidirectional Reflection Distribution Function


<ul><li><p>Light scatters in all directions </p><ul><li><p>Lambertian </p></li><li><p>Oren-Nayar</p></li><li><p>Phong </p></li><li><p>Fully general: BRDF or Bidirectional Reflection Distribution Function </p></li></ul></li></ul><p></p>
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Optics

light source reflects off of object and hits camera sensors to determine color and bightness

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Pinhole Aperture/ Size

  • large lets too much light in so blurry

  • small lets to little light in so fuzzy


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Lens

  • lens focuses light onto the film

  • rays passing through the center are not deviated

  • all parallel lines converge to one point on a plane located at the focal length f

  • if half pinhole covered it is a blurry image because not enough light went through. with a lens, all light goes through so focused full image


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Thin lens model

  • zi = distance from image plane to lens, adjustable

  • zo = distance from lens to object/light source

  • 1/zo + 1/zi = 1/f

  • must ensure that zi does not equal f, focus at infinity

  • when zi > f, brings back focal plane from infinity


<ul><li><p>zi = distance from image plane to lens, adjustable</p></li><li><p>zo = distance from lens to object/light source</p></li><li><p>1/zo + 1/zi = 1/f</p></li><li><p>must ensure that zi does not equal f, focus at infinity</p></li><li><p>when zi &gt; f, brings back focal plane from infinity</p></li></ul><p></p>
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Digital Camera

  • replaces film with sensor array

  • each cell in array is a light sensitive diode that converts photons to electrons

  • energy efficient and good quality

  • two types:

    • charge coupled device (CCD)

    • CMOs


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Sensing Pipeline

knowt flashcard image
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Sampling to prevent Aliasing

  • sampling frequency needs to be twice as high as highest signal or there will me artifacts

  • fs >= 2 fmax


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Bayer Grid

  • sensors are color blind, we add filters to detect color. one filter per pixel

  • effects

    • could lose some color information

    • sampling at lower resolution

    • put higher resolution in green because human perception is more sensitive to it


<ul><li><p>sensors are color blind, we add filters to detect color. one filter per pixel </p></li><li><p>effects </p><ul><li><p>could lose some color information </p></li><li><p>sampling at lower resolution</p></li><li><p>put higher resolution in green because human perception is more sensitive to it </p></li></ul></li></ul><p></p>
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Images in Python

  • represented as matrix

  • NxM RGM image called im

    • im(0,0,0) = top left pixel value in R channel

    • im (y, x, b) = y pixels down, x pixels to the right in bth channel

    • im(N-1, M-1, 2) = bottom right pixel in B channel


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Color Spaces

  • RGB

  • HSV

  • YCbCr

  • L*a*b

  • most information in intensity of light not color


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RGB

  • red, green, blue

  • default color space

  • drawbacks:

    • strongly correlated channels

    • non perceptual


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HSV

  • Hue, Saturation, Value

  • intuitive color space


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YCbCr

  • fast to compute

  • good for compression

  • used by TV


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L*a*b

perceptually uniform color space

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Types of Image Transformations

  • warping - changes domain of image function, changes location

  • filtering - changes range of image function, changes color


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Types of Filtering

  • point operation - single pixel input

  • neighborhood operation - multiple pixel input


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Point Processing Examples

  • Image result = I’(X,Y)

  • contrast = a I(X,Y), a

  • brightness I(X,Y) + b,b

  • histogram equalization = h(I(X,Y))

  • arithmetic (example image 1 - image 2)

  • composting

    • F = image

    • a = alpha map

    • aF = foreground

    • aF + (1 - a)B = changing background


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Human Vision

  • eye is pinhole camera

  • iris - colored annulus with radial muscles

  • pupil - hole whose size is controlled by iris

  • retina - back of eye with contains the photoreceptor cells (rods and cones)

  • cones - less sensitive, operate in high light, color vision

  • rods - highly sensitive, operate in low light, gray-scale vision