CS 4495/7495: Computer Vision

Problem Set 5

Due: Tuesday November 13, 2001


1.      Implement a hierarchical version of the Lucas and Kanade motion estimation.  A very algorithmic description is given in the “Frame Rate Compression” paper by Bergen et al.  Apply your method to the following two images:

 

 

Image 1

Image 2

Image 3



 

To help you show your results there is a file called displayFlow.m that is a Matlab file for showing vector images using arrow diagrams.

 

The  motion algorithms that you have seen in class and in the papers you read  are based on two fundamental assumptions:

 

a)      For any patch in frame 1 there exists a patch in frame 2 with the same brightness values (constant intensity assumption)

 

b)      The location of the patch in the two frames are close, so linear approximations can be used (linearization assumption).

 

In the next part of this assignment you will first generate some simple cases for which this is true, and
then some cases in which it is false. The file texSquare.m can generate textured or bland  squares over textured or balnd backgrounds.

 

2.      Generate two frames of a textured square over nontextured background
(set textureFlag=2, isize=64, vx=2, vy=2, noiseLevel=0).
 Note that in this case any image patch in frame 1 has a corresponding patch in frame 2.

 

Run your algorithm on these frames. You should get approximately right displacements for the square.

 

Now run your algorithm without the coarse to fine. Do you still get

approximately the right answer? What assumption is violated ?

 

3.      Generate two frames of a textured square over textured background
(set textureFlag=1, isize=64, vx=2, vy=2, noiseLevel=0).
Note that not all patches have a corresponding patch in the other frame. Which patches are these?

 

Run your algorithm on this sequence. Where does it give approximately the right answer, and where doesn't it?
What happens when you increase the window size?

 

4.      Generate two frames of a nontextured square over nontextured background
(set textureFlag=3, isize=64, vx=2, vy=2, noiseLevel=0).
Note that some patches have a unique corresponding patch in the other
frame, while others have several corresponding patches. Which are these?

 

Run your algorithm. Where does it get the right answer and where doesn't it? What happens when you increase the window size?

 




  • WHAT to TURN IN?