Page 221 -
P. 221

Section 6.5  Shape from Texture  189


                                                          Viewing                 Plane
                                                          direction               normal

                                                   Image
                                                   plane
                                        Projected
                                        normal

                                                                        Textured
                                                                        plane

                                                               Tilt








                            FIGURE 6.20: The orientation of a plane with respect to the camera plane can be given
                            by the slant, which is the angle between the normal of the textured plane and the viewing
                            direction, and the tilt, which is the angle the projected normal makes with the camera
                            coordinate system. The figure illustrates the tilt, and shows a circle projecting to an
                            ellipse. The direction of the minor axis of this image ellipse is the tilt, and the slant is
                            revealed by the aspect ratio of the ellipse. However, the slant is ambiguous because the
                            foreshortening is given by cos σ,where σ is the slant angle. There will be two possible
                            values of σ for each foreshortening, so two different slants yield the same ellipse (one is
                            slanted forwards, the other backwards).


                            direction get shorter. Furthermore, elements that have a component along the
                            contracted direction have that component shrunk. Now corresponding to a viewing
                            transformation is an inverse viewing transformation (which turns an image
                            plane texture into the object plane texture, given a slant and tilt). This yields
                            a strategy for determining the orientation of the plane: find an inverse viewing
                            transformation that turns the image texture into an isotropic texture, and recover
                            the slant and tilt from that inverse viewing transformation.
                                 There are various ways to find this viewing transformation. One natural
                            strategy is to use the energy output of a set of oriented filters. This is the squared
                            response, summed over the image. For an isotropic texture, we would expect the
                            energy output to be the same for each orientation at any given scale, because the
                            probability of encountering a pattern does not depend on its orientation. Thus, a
                            measure of isotropy is the standard deviation of the energy output as a function of
                            orientation. We could sum this measure over scales, perhaps weighting the measure
                            by the total energy in the scale. The smaller the measure, the more isotropic the
                            texture. We now find the inverse viewing transformation that makes the image
                            looks most isotropic by this measure, using standard methods from optimization.
                            The main difficulty with using an assumption of isotropy to recover the orientation
                            of a plane is that there are very few isotropic textures in the world.
   216   217   218   219   220   221   222   223   224   225   226