Image rectificationImage rectification is a transformation process used to project images onto a common image plane. This process has several degrees of freedom and there are many strategies for transforming images to the common plane. Image rectification is used in computer stereo vision to simplify the problem of finding matching points between images (i.e. the correspondence problem), and in geographic information systems to merge images taken from multiple perspectives into a common map coordinate system.
Correspondence problemThe correspondence problem refers to the problem of ascertaining which parts of one image correspond to which parts of another image, where differences are due to movement of the camera, the elapse of time, and/or movement of objects in the photos.
Motion captureMotion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture.
Motion estimationMotion estimation is the process of determining motion vectors that describe the transformation from one 2D image to another; usually from adjacent frames in a video sequence. It is an ill-posed problem as the motion is in three dimensions but the images are a projection of the 3D scene onto a 2D plane. The motion vectors may relate to the whole image (global motion estimation) or specific parts, such as rectangular blocks, arbitrary shaped patches or even per pixel.
Two-body problemIn classical mechanics, the two-body problem is to predict the motion of two massive objects which are abstractly viewed as point particles. The problem assumes that the two objects interact only with one another; the only force affecting each object arises from the other one, and all other objects are ignored. The most prominent case of the classical two-body problem is the gravitational case (see also Kepler problem), arising in astronomy for predicting the orbits (or escapes from orbit) of objects such as satellites, planets, and stars.
Depth mapIn 3D computer graphics and computer vision, a depth map is an or that contains information relating to the distance of the surfaces of scene objects from a viewpoint. The term is related (and may be analogous) to depth buffer, Z-buffer, Z-buffering, and Z-depth. The "Z" in these latter terms relates to a convention that the central axis of view of a camera is in the direction of the camera's Z axis, and not to the absolute Z axis of a scene. File:Cubic Structure.jpg|Cubic Structure File:Cubic Frame Stucture and Floor Depth Map.
Point-set registrationIn computer vision, pattern recognition, and robotics, point-set registration, also known as point-cloud registration or scan matching, is the process of finding a spatial transformation (e.g., scaling, rotation and translation) that aligns two point clouds. The purpose of finding such a transformation includes merging multiple data sets into a globally consistent model (or coordinate frame), and mapping a new measurement to a known data set to identify features or to estimate its pose.
Essential matrixIn computer vision, the essential matrix is a matrix, that relates corresponding points in stereo images assuming that the cameras satisfy the pinhole camera model. More specifically, if and are homogeneous in image 1 and 2, respectively, then if and correspond to the same 3D point in the scene. The above relation which defines the essential matrix was published in 1981 by H. Christopher Longuet-Higgins, introducing the concept to the computer vision community.
Kepler problemIn classical mechanics, the Kepler problem is a special case of the two-body problem, in which the two bodies interact by a central force F that varies in strength as the inverse square of the distance r between them. The force may be either attractive or repulsive. The problem is to find the position or speed of the two bodies over time given their masses, positions, and velocities. Using classical mechanics, the solution can be expressed as a Kepler orbit using six orbital elements.
MotionIn physics, motion is the phenomenon by which an object changes its position with respect to time. Motion is mathematically described in terms of displacement, distance, velocity, acceleration, speed, and frame of reference to an observer, measuring the change in position of the body relative to that frame with a change in time. The branch of physics describing the motion of objects without reference to their cause is called kinematics, while the branch studying forces and their effect on motion is called dynamics.
Visual odometryIn robotics and computer vision, visual odometry is the process of determining the position and orientation of a robot by analyzing the associated camera images. It has been used in a wide variety of robotic applications, such as on the Mars Exploration Rovers. In navigation, odometry is the use of data from the movement of actuators to estimate change in position over time through devices such as rotary encoders to measure wheel rotations.
Classical central-force problemIn classical mechanics, the central-force problem is to determine the motion of a particle in a single central potential field. A central force is a force (possibly negative) that points from the particle directly towards a fixed point in space, the center, and whose magnitude only depends on the distance of the object to the center. In a few important cases, the problem can be solved analytically, i.e., in terms of well-studied functions such as trigonometric functions.
N-body problemIn physics, the n-body problem is the problem of predicting the individual motions of a group of celestial objects interacting with each other gravitationally. Solving this problem has been motivated by the desire to understand the motions of the Sun, Moon, planets, and visible stars. In the 20th century, understanding the dynamics of globular cluster star systems became an important n-body problem. The n-body problem in general relativity is considerably more difficult to solve due to additional factors like time and space distortions.
Image stitchingImage stitching or photo stitching is the process of combining multiple photographic s with overlapping fields of view to produce a segmented panorama or high-resolution image. Commonly performed through the use of computer software, most approaches to image stitching require nearly exact overlaps between images and identical exposures to produce seamless results, although some stitching algorithms actually benefit from differently exposed images by doing high-dynamic-range imaging in regions of overlap.
Three-body problemIn physics and classical mechanics, the three-body problem is the problem of taking the initial positions and velocities (or momenta) of three point masses and solving for their subsequent motion according to Newton's laws of motion and Newton's law of universal gravitation. The three-body problem is a special case of the n-body problem. Unlike two-body problems, no general closed-form solution exists, as the resulting dynamical system is chaotic for most initial conditions, and numerical methods are generally required.
Image compressionImage compression is a type of data compression applied to s, to reduce their cost for storage or transmission. Algorithms may take advantage of visual perception and the statistical properties of image data to provide superior results compared with generic data compression methods which are used for other digital data. Image compression may be lossy or lossless. Lossless compression is preferred for archival purposes and often for medical imaging, technical drawings, clip art, or comics.
Motion controllerIn video games and entertainment systems, a motion controller is a type of game controller that uses accelerometers or other sensors to track motion and provide input. Motion controllers using accelerometers are used as controllers for video games, which was made more popular since 2006 by the Wii Remote controller for Nintendo's Wii console, which uses accelerometers to detect its approximate orientation and acceleration, and serves an image sensor, so it can be used as a pointing device.
Motion compensationMotion compensation in computing, is an algorithmic technique used to predict a frame in a video, given the previous and/or future frames by accounting for motion of the camera and/or objects in the video. It is employed in the encoding of video data for video compression, for example in the generation of MPEG-2 files. Motion compensation describes a picture in terms of the transformation of a reference picture to the current picture. The reference picture may be previous in time or even from the future.
Real-time computingReal-time computing (RTC) is the computer science term for hardware and software systems subject to a "real-time constraint", for example from event to system response. Real-time programs must guarantee response within specified time constraints, often referred to as "deadlines". Real-time responses are often understood to be in the order of milliseconds, and sometimes microseconds. A system not specified as operating in real time cannot usually guarantee a response within any timeframe, although typical or expected response times may be given.
Synthetic-aperture radarSynthetic-aperture radar (SAR) is a form of radar that is used to create two-dimensional images or three-dimensional reconstructions of objects, such as landscapes. SAR uses the motion of the radar antenna over a target region to provide finer spatial resolution than conventional stationary beam-scanning radars. SAR is typically mounted on a moving platform, such as an aircraft or spacecraft, and has its origins in an advanced form of side looking airborne radar (SLAR).