All points and vectors are expressed in homogeneous coordinates. In 2D, points and vectors are represented as [x,y,1]T, and [x,y,0]T, respectively. 3D points and vectors may be represented with an extra depth (z) component, or with a disparity component; 3D transformations must be computed accordingly. For disparity maps, a rigid object motion can be simulated with a rigid camera motion (see Appendix B). The presentation in the remainder of this paper applies equally to 2D (planar) or 3D transformations.
We represent the appearance of a body segment as a matrix called an image list: , where each ti=[ri,gi,bi]T contains texture information. This representation is similar to a layered depth image [22], but is more convenient for expressing point correspondences. (Layered depth images allow efficient incremental computation during reprojection.)