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Preliminaries

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: $A=\mbox{$\left [ \begin{array}
{c} {S} \\  {X}\end{array} \right ]$}=\left [ \b...
 ...ay}
{cccc} p_1 & p_2 &
p_3 & ... \\  t_1 & t_2 & t_3 & ... \end{array} \right ]$, 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.)


previous up next
Next: Image Analysis Up: Hybrid rigid and non-rigid Previous: Related Work
Trevor Darrell
10/29/1998