Title: Shape From Texture
1Shape From Texture
- Nick Vallidis
- March 20, 2000
- COMP 290 Computer Vision
2Why Shape from Texture?
- Texture provides our visual systems with a huge
amount of information - Computers should gain lots of information from it
too then, right?
3Sometimes texture is all you need
Source Computer Analysis of Visual Textures by
Fumiaki Tomita and Saburo Tsuji
4So what is texture?
- One very restrictive definition Repeating
patterns of local variations in image intensity
which are too fine to be distinguished as
separate objects - The patterns that repeat are sometimes referred
to as texels - NOTE not the same as a graphics texel as it is
made of more than one pixel!
5Tell me more about textures!
- There are basically two kinds
- Deterministic
- Statistical
- Its pretty much man-made (deterministic) vs.
natural (statistical)
6Deterministic Texture Examples
7Statistical Texture Examples
8Whats the general approach?
- Texture segmentation
- hard! This is still a big research area.
- Texture classification
- There are many methods to do this.
- Shape from texture
- Well just pretend we can do the first two...
9Many things to many people
- There isnt one shape from texture algorithm.
- Textures are complex so there are many different
aspects that can be taken advantage of.
10Comparison of a few approaches
Normalized Texture Property Map
11Surface Orientation from Texture
- Statistical texture method
- Assumptions
- Texels are small line segments needles
- Needles distributed uniformly (in both angle and
position) - Only one, approximately-planar surface
- Orthographic projection
12What were calculating
- The tilt, ?, and slant, ?, of the plane
13Where do we get needles?
- Imagine straw covering a plane
- Use an edge detector and weve got needles! (this
even gives us orientation!)
14Ok, so what do we do with them?
- The metric were working from is the needles
angle with the X axis
?
X axis
15Define some random quantities
- For every needle, define a vector cos(2?),
sin(2?) - So we can tell the angle of the plane by the
distribution of these vectors on the unit circle!
16Calculate some statistics
- Find the center of mass of the vectors
17Calculate some statistics
- But C and S can be put in terms of ? and ?
(only holds for orthographic projection)
(Sorry, no proof on this one)
18We can solve for the orientation!
- By converting C and S to polar coordinates, we
get a simple form to solve for ? and ?
19Example!Original Texture/Needles
20Original vector distribution
21Rotated needles
22Rotated vector distribution
23Other texels
Source Computer Analysis of Visual Textures
Source Scale-Space Theory in Computer Vision by
Tony Lindeberg
24Other Texels II