VisualComputing TOCPrefaceBiblio
VisualComputing TOCPrefaceBiblio
Visual Computing:
Geometry, Graphics, and
Vision
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Visual Computing:
Geometry, Graphics, and Vision
Frank Nielsen
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No part of this publication may be reproduced in any way, stored in a retrieval system of
any type, or transmitted by any means or media, electronic or mechanical, including, but not
limited to, photocopy, recording, or scanning, without prior permission in writing from the
publisher.
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of their respective companies. Any omission or misuse (of any kind) of service marks or
trademarks should not be regarded as intent to infringe on the property of others. The
publisher recognizes and respects all marks used by companies, manufacturers, and developers
as a means to distinguish their products.
CHARLES RIVER MEDIA titles are available for site license or bulk purchase by institutions,
user groups, corporations, etc. For additional information, please contact the Special Sales
Department at 781-740-0400.
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Contents
Foreword xiii
Acknowledgments xv
Chapter 1 Introduction 1
1.1. What Is Visual Computing? . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2. Target Audience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3. Organization of the Book . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.4. Future of Visual Computing . . . . . . . . . . . . . . . . . . . . . . . . 5
1.5. Companion Web Site . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
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2.3. Dictionaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
2.3.1. Unordered Dictionaries . . . . . . . . . . . . . . . . . . . . . . 29
2.3.2. Ordered Dictionaries . . . . . . . . . . . . . . . . . . . . . . . . 29
2.3.3. Application: Detecting Any Segment Pair Intersection . . . . . 30
2.4. Priority Queues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.4.1. Primitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
2.4.2. Application: Reporting All Segment Pair Intersections . . . . . 34
2.5. Disjoint Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
2.5.1. Application: Image Segmentation . . . . . . . . . . . . . . . . . 37
2.5.2. Union-find Data Structure . . . . . . . . . . . . . . . . . . . . . 39
2.6. Geometric Hashing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
2.6.1. Hashing by Chaining . . . . . . . . . . . . . . . . . . . . . . . . 44
2.6.2. Application: Object Recognition by Hashing Point Sets . . . . 45
2.7. C++ Standard Template Library and Traits Classes . . . . . . . . . . 48
2.7.1. Class and Function Templates . . . . . . . . . . . . . . . . . . 48
2.7.2. C++ Standard Template Library . . . . . . . . . . . . . . . . . 49
2.7.3. Traits Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Handling Constants . . . . . . . . . . . . . . . . . . . . . . . . 53
Unifying Types . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Geometric Traits Classes . . . . . . . . . . . . . . . . . . . . . 55
2.8. Bibliographical Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
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Contents ix
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Contents xi
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Acronyms 497
Colophon 509
Bibliography 514
Index 547
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Foreword
I am really excited to be able to write a foreword to Frank Nielsen’s new book Visual
Computing: Geometry, Graphics, and Vision. The fusion of computer graphics,
computer vision, computational geometry, and discrete algorithms that this book
presents is truly unique and, in afterthought, so obvious. Geometry, graphics, and
vision all deal in some form with the shape of objects, their motions, as well as the
transport of light and its interaction with objects—yet historically they have been
covered by separate courses in curricula, grown around a distinct set of conferences,
and cultivated separate communities. This book clearly shows how much they have
in common and the kinds of synergies that occur when a common core of material is
presented in a way that both serves and is enriched by all three disciplines.
I have taught an algorithms course for over a decade now and topics like dictionaries
and priority queues are its bread-and-butter. It was truly refreshing to see these same
topics introduced early in this book, but with novel effective examples all motivated
by visual computing. The same happens later on with randomization, a topic that
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has been seriously studied across all these communities, but with different emphases.
This text truly establishes bridges where they will make the most impact: early on in
a student’s education. I can see this book being used for a separate integrated course
of its own, or as a supplement to existing courses and other texts covering algorithms,
computational geometry, computer graphics, or computer vision—thus providing a
fruitful common ground between what are currently separate offerings.
The book can also benefit graduate students and researchers across all parts of
computer science that deal with modeling or interacting with the physical world. The
material is methodically organized, the exposition is rigorous yet well-motivated with
plenty of instructive examples. Major techniques and algorithms are given in actual
C++ code, and these programs and additional materials are available on a companion
Web site. Additional references to the literature are given at the end of each chapter.
Leonidas J. Guibas
Professor of Geometric Computing
Computer Science Department
Stanford University
May 2005
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Acknowledgments
I would like to thank my friends, colleagues, and peers who took time to review
portions of the manuscript: Paul Agron (State University of New York at Stony Brook,
USA), Pierre Alliez (INRIA, France), Hervé Brönnimann (Polytechnic University,
USA), Patrick Degener (University of Bonn, Germany), Olivier Devillers (INRIA,
France), Richard Nock (DSI-GRIMAAG UAG, France), Stéphane Nullans (Realviz,
France), Shigeru Owada (University of Tokyo/Sony Computer Science Laboratories
Inc., Japan), Sylvain Pion (INRIA, France), Mariette Yvinec (INRIA, France) and
Imad Zoghlami (Siemens Corporate Research, USA).
I am particularly indebted to my colleagues Dr. Shigeru Owada who got the very
early draft, and Pr. Richard Nock who was my first alpha release reader.
I would like to heartfully thank the following people and organizations for their
kind image contributions: Bart Adams (KU Leuven, Belgium), Sue Addleman
(Cyberware, USA), Pravin Bhat (Washington University, USA), Pierre Alliez (INRIA,
France), Yuji Ayatsuka (Sony Computer Science Laboratories Inc., Japan), Patrick
Coleman (University of Toronto, Canada), Patrick Degener (University of Bonn,
Germany), Greg Downing (Consultant, USA), Heather Gentner (Stanford University,
USA), David Xianfeng Gu (State University of New York at Stony Brook, USA),
Stéphane Guy (INRIA, France), Sayed Ibrahim Hashimi (University of Florida, USA),
Stephen Ingram (Emory University, USA), SpherOnVR (Thomas Köllig, Germany),
Bruno Lévy (INRIA, France), Shengyou Lin (Zhejiang University, China), Stefan
Maierhofer (Vienna University of Technology, Austria), Martin Marinov (RWTH
Aachen, Germany), Pascal Müller (ETH Zurich, Switzerland), Stéphane Nullans
(Realviz, France), Konrad Polthier (Zuse Institute Berlin, Germany), Christian
Rochefort (InSpeck, Canada), Steven M. Seitz (University of Washington, USA),
Junichi Rekimoto (Sony Computer Science Laboratories Inc., Japan), Greg Turk
(Georgia Institute of Technology, USA), Emma Wixey (Vicon Motion Systems, USA)
and Jingyi Yu (MIT, USA).
Unfortunately, sometimes for copyright reasons, I could not use some images I
received. Nevertheless, I would like to acknowledge Sumanta Pattanaik (University
of Central Florida, USA), Paul Rademacher (Dreamworks Animation, USA), and
Szymon Rusinkiewicz (Princeton University, USA) for kindly providing me with such
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material. I also thank Professor Marc Levoy (CS, Stanford University) for letting me
use the 3D models (mostly the bunny model) of the Stanford 3D scanning repository
models in the illustrations.
I am deeply honored that Professor Leonidas J. Guibas has kindly accepted to
write the foreword.
This book became possible thanks to the warm encouragements and supports from
Sony Computer Science Laboratories, Inc. I express my gratitude to Dr. Mario Tokoro
and Dr. Hiroaki Kitano, as well as all other members of Sony Computer Science
Laboratories Inc. (as known as Sony CSL for short). Last but not least, during
this book project I particularly enjoyed lunch breaks with my colleague Dr. Yosuke
Tamura who showed much interest in my writing progress!
Further, I would like to extend my thanks to Jenifer Niles who was my principal
contact at Charles River Media. Jenifer with her team (Bryan Davidson, Lance
Morganelli, Meg Dunkerley, and the copyeditor) managed to get the book ready much
before I anticipated!
I apologize for any (involuntary) name omission and remaining errors. As Blaise
Pascal said,1 I have written you a thick book because I did not have time to write a
short one.
Finally, my deepest thanks and love go to my family for their everlasting support.
Tokyo, Japan F. N.
May 2005.
1
“I have written you a long letter because I did not have time to write a short one.”
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Notational Conventions
The following is a brief review of the mathematical notations used throughout the
book.
Scalar Numbers & Ranges:
a, α, λ, ux Scalar values (e.g., 3, e, π,)
θ, φ Angular values (e.g., π2 , 120 deg)
vx , vy , vz or v1 , v2 , v3 Coordinates of 3D vector v
m1,1 , ..., mi,j , ..., mn,m Coefficients of matrix M = [mi,j ]n,m
(x1 , ..., xk ) A k-tuple (for k = 2, a pair; for k = 3, a triple)
[a, b] Closed real interval {x | a ≤ x ≤ b}
(a, b) Open real interval {x | a < x < b} (e.g., (−∞, ∞))
[[n]] Integer set {0, 1, ..., n}
[[n]]∗ Integer set [[n]]\{0} = {1, ..., n}
((a, b]], [[a, b)) Integer set closed at one end and open at the other:
((a, b]] = {a + 1, ..., b}, [[a, b)) = {a, ..., b − 1}
Vectors:
−−→
OP Coordinate-free vector defined by points O and P
v Vector notation in some given coordinate system
vT Transpose vector
||v|| Magnitude of vector v (L2 norm)
d2 (p, q) Distance between p and q, length ||pq||
e1 , ..., ed Unit vector basis of a d-dimensional vector space
(or eigenvectors)
T
p = p x py 2D Inhomogeneous vector
T
p = px py pw 2D Homogeneous vector, often obtained by appending
to p the w-coordinate set to 1 (p = [p 1]T ),
except for ideal points (w = 0)
T
s= sx sy sz 3D Inhomogeneous vector (“s” for space)
s 3D Homogeneous vector, often obtained by
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Quaternions:
q̂ Quaternion q̂ = [s v]T (unit quaternion q̂ = cos θ + u sin θ)
¯
q̂ Quaternion conjugate q̂ ¯ = [s − v]T
q̂1 q̂2 Quaternion multiplication:
q̂1 q̂2 = [s1 s2 − u1 u
!2 u1 × u + s1 v2 + s2 v1 ]T
! 2
||q̂|| Quaternion norm q̂q̂ ¯ = s2 + ||u||2
¯
q̂
q̂−1 Quaternion inverse ||q̂||
q̂λ Quaternion power: q̂λ = (exp(θu))λ = cos λθ + (sin λθ)u
log q̂ Quaternion logarithm: log q̂ = log exp(θu) = θu
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Space:
R2 , R3 , Rd 2D, 3D, and dD Euclidean spaces
P2 , P3 , Pd 2D, 3D, and dD projective spaces
SO3 Space of 3D rotations
C2 Space of complex numbers (C2 = {a + ib | (a, b) ∈ R2 })
Q Set of quaternions
(Q = {a + bi + cj + dk | (a, b, c, d) ∈ R4 })
A Affine space
∂2f ∂2f
Laplacian Δf Δf = ∂x21
+ ··· + ∂x2d
⎡ ∂f1 ∂f1 ⎤
∂x1 ··· ∂xd
⎢ .. .. .. ⎥
Jacobian Jf f : Rd → Rn , J = ⎣ . . . ⎦
∂fn ∂fn
∂x1 ··· ∂xd
⎡ ∂2f ∂2f
⎤
∂x21
··· ∂x1 ∂xd
⎢ ⎥
Hessian Hf f : Rd → Rd , H = ⎢
⎣
..
.
..
.
..
. ⎥
⎦
∂2f ∂2f
∂xd ∂x1 ··· ∂x2d
(Hf = J∇f )
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Geometric entities:
P Point P
S Line segment S
O Object O
H Plane H
H : nT v = 0 Plane H defined by homogeneous equation:
n1 v1 + n2 v2 + n3 v3 + n4 v4 = 0
Ball(B, r) Ball of circumcenter B and radius r
P QR Triangle with vertices P , Q, and R
S = {S1 , ..., Sn } Set of objects
aff(S)/conv(S) Affine/convex space defined by set S
Data Structures:
Q Data structure Q (e.g., a queue)
S.procedure() Call function procedure without argument on S
S.procedure(P) Call function procedure with argument P on S
P←∅ Initialize an empty data structure P
Asymptotic Complexity:
O(f ) Upper bound
Ω(f ) Lower bound
Θ(f ) Optimal bound
o(f ) Nonasymptotically tight upper bound
Õ(f ) Expected running time of randomized algorithms
Ō() Average running time of deterministic algorithms
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W
Radiance sr.m2
Watt per steradian per meter square
cd
Luminance m2
Candela per meter square
W
Irradiance m Watt per meter
Illuminance lx Lux
Here is the C++ code for performing those max and argmax operations:
1 c l a s s v e c t o r { public :
2 int d ; double x ;
3 // create a random vector
4 v e c t o r ( int dim ) { d=dim ; x=new double [ d ] ;
5 f o r ( int i =0; i <d ; i ++)
6 {x [ i ]= rand ( ) / ( double )RAND MAX; }
7 }
8
9 // delete a vector ~ vector () { delete [] x ;}
10 // maximum coordinate value
11 double max ( ) { double v a l u e=x [ 0 ] ;
12 f o r ( int i =1; i <d ; i ++)
13 i f ( x [ i ]> v a l u e ) v a l u e=x [ i ] ;
14 return v a l u e ; }
15
16 // coordinate axis that has
17 // maximum value
18 int argmax ( ) { int a x i s =0;
19 f o r ( int i =1; i <d ; i ++)
20 i f ( x [ i ]>x [ a x i s ] ) a x i s=i ;
21 return a x i s ; }
22 };
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Colophon
This book has been typeset using LATEX system on Microsoft Windows operating
system. A special LATEX class has been written to fit the typesetting rules of
Charles River Media. Most of the figures have been prepared with the Ipe
extensible drawing editor environment of Professor Otfried Cheong (available online at
http:// ipe.compgeom.org/ ). The book project has been managed using the excellent
TeXnicCenter tool (http:// www.toolscenter.org/ ) that provides a visual integrated
environment for editing and compiling a full LATEX book project made of many LATEX
files. I used XnView image browsing software (http:// www.xnview.com/ ) to capture
screenshots and extract frames from movies. XnView was also instrumental for the
various image conversions I needed (bmp, png, eps, etc.). The Internet was a much
appreciable resource for finding related materials and references. I can hardly imagine
how I could have typeset this book without this Web information. I used the ACM
(http:// portal.acm.org/ ) and IEEE (http:// www.computer.org/ publications/ dlib/ )
digital libraries for retrieving original papers, and sometimes their BibTeX labels.
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The cover page image was created by compositing images of a photogrammetric set
of a 3D reconstruction of the Vatican library (no religious meaning):
Those images are courtesy of Stéphane Nullans (France). Used with permission.
There is quite a lot of famous data in visual computing that is constantly used as a
test bed for evaluating and comparing algorithms. We succinctly present the hall of
fame on the next page.
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Colophon 511
Hall Of Fame
The 512 × 512 24-bit lena picture and narrative story on
how it became a de facto test image in the image processing
and computer vision communities can be read online at
http:// www.lenna.org
Warning: the full picture contains nudity.
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Main conferences:
• Annual Conf. Comp. Graphics and Interactive Techniques, ACM SIGGRAPH
• Annual Conference on Human Factors in Computing Systems, ACM CHI
• Biannual Symposium on Interactive 3D Graphics and Games, ACM I3D
• Annual Conference on Vision and Pattern Recognition, IEEE CVPR
• Annual International Conference on Computer Vision, IEEE ICCV
• Biannual European Conference on Computer Vision, IEEE ECCV
• Biannual Conference on Pattern Recognition, IAPR ICPR
• Annual Computer Graphics International, CGS CGI
• Annual Eurographics, European Association for Computer Graphics
• Annual International Conference on 3D Web Technology, ACM WEB3D
• Annual Conference on Point-Based Graphics, IEEE/Eurographics
• Annual Symposium on Geometry Processing, Eurographics SGP
• Annual Canadian Conference on Graphics Interface, GI
• Annual Symposium on Computational Geometry, ACM SoCG
• Annual Symposium on Solid and Physical Modeling, ACM SPM
• Annual Symposium on Information Visualization, IEEE IV
• Annual Canadian Conference on Computational Geometry, CCCG
• Annual Conference on Smart Graphics, SG
• Annual Game Developers Conference, GDC
• Annual Pacific Conference on Computer Graphics and Applications, PG
• Annual Conference on Voronoi Diagrams in Science and Engineering, VD
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Colophon 513
Major tradeshows:
• Annual International Conference on Computer Graphics and Interactive Techniques,
SIGGRAPH
• Annual Electronic Entertainment Expo, E3
• Annual Game Development Conference, GDC
• Annual National Association of Broadcasters, NAB
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