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.

Short Answer

Expert verified
The exercise involves implementing view morphing - transitioning smoothly from one image to another using structure from motion. This involves creating a 3D scene representation (possibly using Delaunay triangulation), determining in-between camera positions and orientations, warping triangles to their new location (with correct perspective projection), along with optional steps of handling cracks in denser 3D models and managing non-rigid scenes.

Step by step solution

01

3D Scene Representation

Start by deciding how to represent a 3D scene. Compute the matched points and get a Delaunay triangulation of these matched points. To handle the triangles near the border, consider fitting a plane to the scene, preferably behind most of the points.
02

Compute Camera Positions and Orientations

Compute the in-between camera positions and orientations. Since the view will be morphing between two frames, it is essential to calculate the camera's in-between positions and orientations in the 3D scene.
03

Triangle Warping

Warp each triangle to its new location. Use the correct perspective projection (as per the one suggested by Szeliski and Shum in 1997) to achieve the right image perspective during view morphing.
04

Handling Denser 3D Model (Optional)

If a denser 3D model is available (for example, from stereo imaging), then decide on what to do at the 'cracks'. This refers to how to handle the places where there might be gaps in the 3D model.
05

Handling Non-Rigid Scenes (Optional)

In the case of a non-rigid scene, such as two pictures of a face with different expressions, not all matched points will obey the epipolar geometry. Decide how to handle these points to achieve the best view-morphing effect.

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