[CV] 2. Image Formation 📸

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Last updated 12:57 AM on 10/6/26
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24 Terms

1
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What are geometric primitives and why are they important in Computer Vision?

  • Geometric primitive: basic elements (building blocks) to describe shapes, mainly points, lines, and planes.

  • Important in CV: many problems in CV involve finding their positions or relationships. E.g where a 3D point appears in an image or where 2 lines intersect


2
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<p>Why do parallel lines in 3D world appear to meet in 2D image?</p>

Why do parallel lines in 3D world appear to meet in 2D image?

  • because of perspective projection

  • A camera projects the 3D world onto a 2D image plane through a single focal point.

  • Parallel lines can therefore appear to converge at vanishing point


<ul><li><p>because of <strong>perspective projection</strong></p></li><li><p>A camera projects the 3D world onto a 2D image plane through a single focal point.</p></li><li><p>Parallel lines can therefore appear to <strong>converge at vanishing point</strong></p></li></ul><p></p>
3
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What are homogeneous coordinates and why do we use them?

  • Instead of represent 2D points with (x,y), we represent it as (wx,wy,w) where w is NOT 0

  • Useful because they allow us to represent points at infinity and express transformations such as translation and projection using matrix multiplication


<ul><li><p>Instead of represent 2D points with (x,y), we represent it as (wx,wy,w) where w is NOT 0</p></li><li><p>Useful because they allow us to represent points at infinity and express transformations such as translation and projection using matrix multiplication</p></li></ul><p></p>
4
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Why can homogeneous vectors represent the same point?

  • Homogeneous coordinates are defined up to scale

  • e.g (x,y,1) ~ (2x,2y,2) ~ (5x,5y,5)

  • Dividing each by its last coordinate produces the same 2D point

  • The direction of the homogeneous vector matters, not its magnitude!!


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How do we convert between inhomogeneous, augmented, and homogeneous coordinates?

  • Inhomogeneous: (x,y)

  • Augmented: (x,y,1)

  • Homogeneous: (wx,wy,w)


To convert homogeneous → inhomogeneous:

(x1,x2,x3) → (x1/x3 , x2/x3)


<ul><li><p>Inhomogeneous: (x,y)</p></li><li><p>Augmented: (x,y,1)</p></li><li><p>Homogeneous: (wx,wy,w)</p></li></ul><p></p><p>To convert homogeneous → inhomogeneous:</p><p>(x1,x2,x3) → (x1/x3 , x2/x3)</p><p></p>
6
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What does w=0 mean in homogeneous coordinates?


  • w = 0 represents a point at infinity

  • It cannot be converted into an ordinary finite 2D point

  • Allows homogeneous coordinates to represent the vanishing points of parallel lines


7
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How is 2D line represented in homogeneous coordinates?

a Cartesian line is ax + by + c = 0 and its homogeneous representation is

<p>a Cartesian line is  ax + by + c = 0  and its homogeneous representation is </p>
8
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How do we find the line joining 2 points using homogeneous coordinates?

  • Take their cross product (in the picture)

  • The result is homogeneous representation of the line passing through both points


<ul><li><p>Take their <strong>cross product (in the picture)</strong></p></li><li><p>The result is homogeneous representation of the line passing through both points </p></li></ul><p></p>
9
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How do we find the intersection of 2 lines?

  • take the cross-product of their homogeneous line vectors (in the picture)

  • So same cross-product idea handles both joining points and intersecting lines


<ul><li><p>take the <strong>cross-product of their homogeneous line vectors (in the picture)</strong></p></li><li><p>So same cross-product idea handles both joining points and intersecting lines</p></li></ul><p></p>
10
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What happens when 2 parallel lines are intersected in homogeneous coordinates?

Their cross product produces a point (x,y,0) because w=0, a point at infinity, corresponding to their vanishing point

11
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What is the line at infinity?

  • It is set of all homogeneous points whose last coordinates is w=0.

  • Parallel lines meet at points at infinity, and all such points lie on the line at infinity


12
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How are homogeneous coordinates extended from 2D to 3D?

  • a 3D point (x,y,z) becomes (wx,wy,wz,w)

  • A plane is represented by ax + by+ cz + d= 0

  • A points lies on the plane when the homogeneous inner product between plane and point is 0


<ul><li><p>a 3D point (x,y,z) becomes (wx,wy,wz,w)</p></li><li><p>A plane is represented by ax + by+ cz + d= 0</p></li><li><p>A points lies on the plane when the homogeneous inner product between plane and point is 0</p></li></ul><p></p>
13
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<p><strong>What does a translation do to an object?</strong></p>

What does a translation do to an object?

Translation shifts every point by a fixed vector:

x' = x+t

It changes the object’s position but preserves its orientation, size, and shape.

<p><strong>Trans</strong>lation shifts every point by a <strong>fixed vector</strong>:</p><p>x' = x+t</p><p>It changes the object’s <strong>pos</strong>ition but preserves its <strong>ori</strong>entation, <strong>size</strong>, and <strong>shape</strong>.</p>
14
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<p>What does a 2D rotation do?</p>

What does a 2D rotation do?

  • Rotation : rotates points around the origin by an angle theta:

  • Preserves distances and angles


<ul><li><p>Rotation : rotates points around the origin by an angle theta:</p></li><li><p>Preserves distances and angles</p></li></ul><p></p>
15
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What is Euclidean or rigid-body transformation?

  • Euclidean transformation: combines rotation and translation:

  • Moves and object without deforming it, → length and angles are preserved

  • In homogeneous coordinates, rotation and translation can be combined into one matrix multiplication


<ul><li><p>Euclidean transformation: combines rotation and translation:</p></li><li><p>Moves and object without deforming it, → length and angles are preserved </p></li><li><p>In homogeneous coordinates, rotation and translation can be combined into one matrix multiplication </p></li></ul><p></p>
16
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<p>Difference of translation, Euclidean, affine, similarity, and projective in terms?</p>

Difference of translation, Euclidean, affine, similarity, and projective in terms?

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17
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What is similarity transformation?

  • Similarity transformation: adds a uniform scale (s) to a rigid transformation:

  • Preserves angles and shape but objects’ size can change


18
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<p>What is an affine transformation?</p>

What is an affine transformation?

  • affine transformation: allows stretching and shearing

  • Parallel lines remain parallel but angles nd relative lengths may change


<ul><li><p>affine transformation: allows stretching and shearing </p></li><li><p>Parallel lines remain parallel but angles nd relative lengths may change</p></li></ul><p></p>
19
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<p><span><strong>What is a projective transformation or homography?</strong></span></p>

What is a projective transformation or homography?

  • It preserves straight lines, but parallelism is NOT guaranteed.

  • Therefore, parallel lines can converge to vanishing points.


<ul><li><p><span>It preserves <strong>straight lines</strong>, but <strong>parallelism is NOT guaranteed</strong>.</span></p></li><li><p><span>Therefore, parallel lines can converge to <strong>vanishing points</strong>.</span></p></li></ul><p></p>
20
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What is the hierarchy of 2D transformations and their degrees of freedom (DoF)?


  • Translation → 2 DoF

  • Euclidean → 3 DoF

  • Similarity → 4 DoF

  • Affine → 6 DoF

  • Projective → 8 DoF

As we move down the hierarchy, transformations become more flexible but preserve fewer geometric properties.

21
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What does Degrees of Freedom (DoF) mean?

  • DoF : the number of independent parameters needed to specify a transformation.

  • More DoF → more flexibility, but generally the transformation is harder to estimate.


22
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Do lines transform using the same matrix as points ?

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23
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How do 3D transformations differ from 2D transformations?

  • The concepts are the same, but:

    • Rotation: 2 × 2 → 3 × 3 matrix

    • Translation: 2D → 3D vector

  • In homogeneous coordinates, 3D transformations can be represented using 4 × 4 matrices.

  • All transformations in the hierarchy preserve straight lines.


<ul><li><p>The concepts are the <strong>same</strong>, but:</p><ul><li><p><strong>Rotation:</strong> 2 × 2 → 3 × 3 matrix</p></li><li><p><strong>Translation:</strong> 2D → <strong>3D vector</strong></p></li></ul></li><li><p>In homogeneous coordinates, 3D transformations can be represented using 4 × 4<strong> matrices</strong>.</p></li><li><p>All transformations in the hierarchy preserve <strong>straight lines</strong>.</p></li></ul><p></p>
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How is a projective transformation used in panorama stitching?

The basic pipeline is:

1. Find correspondences
→ 2. Estimate a homography
→ 3. Warp and blend

The homography aligns overlapping images so they can be combined into one panorama.

<p><span>The basic pipeline is:</span></p><p><span><strong>1. Find correspondences</strong><br>→ <strong>2. Estimate a homography</strong><br>→ <strong>3. Warp and blend</strong></span></p><p><span>The <strong>homography</strong> aligns overlapping images so they can be combined into one panorama.</span></p>