0% found this document useful (0 votes)
23 views31 pages

Image Morphing: 15-463: Computational Photography Alexei Efros, CMU, Fall 2005

Image Morphing 15-463: Computational Photography Alexei efros, cMU, Fall 2005. The aim is to find "an average" between two objects. How do we know what the average object looks like? we haven't a clue! But we can often fake something reasonable.

Uploaded by

xolrax
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
23 views31 pages

Image Morphing: 15-463: Computational Photography Alexei Efros, CMU, Fall 2005

Image Morphing 15-463: Computational Photography Alexei efros, cMU, Fall 2005. The aim is to find "an average" between two objects. How do we know what the average object looks like? we haven't a clue! But we can often fake something reasonable.

Uploaded by

xolrax
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 31

Image Morphing

Alexey Tikhonov

15-463: Computational Photography Alexei Efros, CMU, Fall 2005

Recovering Transformations

?
y x f(x,y) T(x,y) y x g(x,y)

What if we know f and g and want to recover the transform T?


e.g. better align images from Project 1 willing to let user provide correspondences
How many do we need?

Translation: # correspondences?

?
y x T(x,y) y x

How many correspondences needed for translation? How many Degrees of Freedom? What is the transformation matrix? 1 0 p' x px M = 0 1 p' y p y 1 0 0

Euclidian: # correspondences?

?
y x T(x,y) y x

How many correspondences needed for translation+rotation? How many DOF?

Affine: # correspondences?

?
y x T(x,y) y x

How many correspondences needed for affine? How many DOF?

Projective: # correspondences?

?
y x T(x,y) y x

How many correspondences needed for projective? How many DOF?

Example: warping triangles


B B

?
T(x,y) A
Source

C A
Destination

Given two triangles: ABC and ABC in 2D (12 numbers) Need to find transform T to transfer all pixels from one to the other. What kind of transformation is T? How can we compute the transformation matrix: x' a b c x y ' = d e f y 1 0 0 1 1

HINT: warping triangles


(0,1)

1 1

(0,0)

(1,0)

T2
change of basis

Inverse change of basis

C A
Source

Destination

Dont forget to move the origin too! Very useful for Project 2

Morphing = Object Averaging

The aim is to find an average between two objects


Not an average of two images of objects but an image of the average object! How can we make a smooth transition in time?
Do a weighted average over time t

How do we know what the average object looks like?


We havent a clue! But we can often fake something reasonable
Usually required user/artist input

Averaging Points
Q

Whats the average of P and Q?

v=Q-P

Linear Interpolation (Affine Combination): New point aP + bQ, defined only when a+b = 1 So aP+bQ = aP+(1-a)Q

P + 0.5v = P + 0.5(Q P) = 0.5P + 0.5 Q

P + 1.5v = P + 1.5(Q P) = -0.5P + 1.5 Q (extrapolation)

P and Q can be anything:


points on a plane (2D) or in space (3D) Colors in RGB or HSV (3D) Whole images (m-by-n D) etc.

Idea #1: Cross-Dissolve

Interpolate whole images: Imagehalfway = (1-t)*Image1 + t*image2 This is called cross-dissolve in film industry But what is the images are not aligned?

Idea #2: Align, then cross-disolve

Align first, then cross-dissolve


Alignment using global warp picture still valid

Dog Averaging

What to do?
Cross-dissolve doesnt work Global alignment doesnt work
Cannot be done with a global transformation (e.g. affine)

Any ideas?

Feature matching!
Nose to nose, tail to tail, etc. This is a local (non-parametric) warp

Idea #3: Local warp, then cross-dissolve

Morphing procedure: for every t, 1. Find the average shape (the mean dog)
local warping Cross-dissolve the warped images

2. Find the average color

Local (non-parametric) Image Warping

Need to specify a more detailed warp function


Global warps were functions of a few (2,4,8) parameters Non-parametric warps u(x,y) and v(x,y) can be defined independently for every single location x,y! Once we know vector field u,v we can easily warp each pixel (use backward warping with interpolation)

Image Warping non-parametric


Move control points to specify a spline warp Spline produces a smooth vector field

Warp specification - dense


How can we specify the warp?
Specify corresponding spline control points
interpolate to a complete warping function

But we want to specify only a few points, not a grid

Warp specification - sparse


How can we specify the warp?
Specify corresponding points
interpolate to a complete warping function How do we do it?

How do we go from feature points to pixels?

Triangular Mesh

1. Input correspondences at key feature points 2. Define a triangular mesh over the points
Same mesh in both images! Now we have triangle-to-triangle correspondences

3. Warp each triangle separately from source to destination


How do we warp a triangle? 3 points = affine warp! Just like texture mapping

Triangulations
A triangulation of set of points in the plane is a partition of the convex hull to triangles whose vertices are the points, and do not contain other points. There are an exponential number of triangulations of a point set.

An O(n3) Triangulation Algorithm


Repeat until impossible:
Select two sites. If the edge connecting them does not intersect previous edges, keep it.

Quality Triangulations
Let (T) = (1, 2 ,.., 3t) be the vector of angles in the triangulation T in increasing order. A triangulation T1 will be better than T2 if (T1) > (T2) lexicographically. The Delaunay triangulation is the best
Maximizes smallest angles

good

bad

Improving a Triangulation
In any convex quadrangle, an edge flip is possible. If this flip improves the triangulation locally, it also improves the global triangulation.

If an edge flip improves the triangulation, the first edge is called illegal.

Illegal Edges
Lemma: An edge pq is illegal iff one of its opposite vertices is inside the circle defined by the other three vertices. Proof: By Thales theorem.

Theorem: A Delaunay triangulation does not contain illegal edges. Corollary: A triangle is Delaunay iff the circle through its vertices is empty of other sites. Corollary: The Delaunay triangulation is not unique if more than three sites are co-circular.

Nave Delaunay Algorithm


Start with an arbitrary triangulation. Flip any illegal edge until no more exist. Could take a long time to terminate.

Delaunay Triangulation by Duality


General position assumption: There are no four co-circular points. Draw the dual to the Voronoi diagram by connecting each two neighboring sites in the Voronoi diagram. Corollary: The DT may be constructed in O(nlogn) time. This is what Matlabs delaunay function uses.

Image Morphing
We know how to warp one image into the other, but how do we create a morphing sequence?
1. Create an intermediate shape (by interpolation) 2. Warp both images towards it 3. Cross-dissolve the colors in the newly warped images

Warp interpolation
How do we create an intermediate warp at time t?
Assume t = [0,1] Simple linear interpolation of each feature pair (1-t)*p1+t*p0 for corresponding features p0 and p1

Other Issues

Beware of folding
You are probably trying to do something 3D-ish

Morphing can be generalized into 3D


If you have 3D data, that is!

Extrapolation can sometimes produce interesting effects


Caricatures

Dynamic Scene

Project #2: Due Tu, Sept 27

Given two photos, produce a 60-frame morph animation


Use triangulation-based morphing (lots of helpful Matlab tools) Need to write triangle-to-triangle warp (cant use Matlab tools)

We put all animations together into a movie!

You might also like