Chapter 7: Problem 3
View morphing and interpolation Implement automatic view morphing, i.e., compute two-frame structure from motion and then use these results to generate a smooth animation from one image to the next (Section 7.2.3). 1\. Decide how to represent your 3D scene, e.g., compute a Delaunay triangulation of the matched point and decide what to do with the triangles near the border. (Hint: try fitting a plane to the scene, e.g., behind most of the points.) 2\. Compute your in-between camera positions and orientations. 3\. Warp each triangle to its new location, preferably using the correct perspective projection (Szeliski and Shum 1997). 4\. (Optional) If you have a denser 3D model (e.g., from stereo), decide what to do at the "cracks". 5\. (Optional) For a non-rigid scene, e.g., two pictures of a face with different expressions, not all of your matched points will obey the epipolar geometry. Decide how to handle them to achieve the best effect.