Video Object Tracking and Replacement for post TV production - PowerPoint PPT Presentation

About This Presentation
Title:

Video Object Tracking and Replacement for post TV production

Description:

Especially important for advertisement and movie-making industries. Introduction ... Although the equation finder has chosen the most favorable tolerance value, some ' ... – PowerPoint PPT presentation

Number of Views:56
Avg rating:3.0/5.0
Slides: 42
Provided by: cseCu
Category:

less

Transcript and Presenter's Notes

Title: Video Object Tracking and Replacement for post TV production


1
Video Object Tracking and Replacement for post TV
production
  • LYU0303 Final Year Project
  • Fall 2003

2
Outline
  • Project Introduction
  • Basic parts of the purposed system
  • Working principles of individual parts
  • Future Work
  • QA

3
Introduction
  • A post-TV production software processes a video
    clip such that either the video quality improves
    or the content changes.
  • Reasons for changing the content of a video
  • Reduce video production cost
  • Performing dangerous actions
  • Producing effects those are impossible in reality
  • Especially important for advertisement and
    movie-making industries.

4
Introduction
  • Things appearing in the video are often separate
    to each other (e.g. books, boxes, humans, etc.),
    known as video objects.
  • If the video objects are going to be modified or
    be replaced by something else, they must be
    detected from the original video clips first.
  • The problem is, HOW to detect them?

5
Difficulties to be overcome
  • Video objects are mostly three-dimensional before
    they are being recorded to video clips.
  • Videos are sequence of continuous two-dimensional
    images.
  • Humans have no problem in recognizing the video
    objects out of a video clip.
  • Can computers do that also?

6
Possible solutions
  • Computers cannot perform object detection
    directly because
  • Image is processed byte-by-byte
  • Without pre-knowledge about the video objects to
    be detected
  • Result is definite, no fuzzy logic.
  • Though computers cannot perform object detection
    directly, it can be programmed to work indirectly.

7
Possible solutions
  • Humans recognizes an object mainly by looking at
    its shape and color.

8
Possible solutions
  • If a computer can do similar things, then it can
    perform simple object detection.
  • The purposed post-TV production system has
    included several parts in order to guide the
    computers to deduce the presence of a video
    object step by step.

9
Basic parts of the purposed system
  • Simple bitmap reader/writer
  • RGB/HSV converter
  • Edge detector
  • Edge equation finder
  • Equation processor
  • Texture mapper

10
RGB/HSV converter
  • Human eyes are more sensitive to the brightness
    rather than the true color components of an
    object.
  • More reasonable to convert the representation of
    colors into HSV (Hue, Saturation and Value
    (brightness)) model.
  • After processing, convert back to RGB and save to
    disk.

11
RGB/HSV converter
  • HSV to RGB
  • RGB to HSV

12
Edge detector
  • Usually, a sharp change in hue, saturation or
    brightness means that there exist a boundary line.

HSV (0,0,0)
HSV (0,255,255)
13
Edge detector
Before edge highlighting
After edge highlighting
14
Edge detector
  • It will produce a list of points which are
    considered as edge points for further
    processing.
  • Both horizontal and vertical scanning.
  • During the edge point finding process, a
    two-dimensional array is used to record the
    points.
  • Can remove duplicate edge points.

15
Edge detector
  • Since there may be multiple parts in a single
    object, the input video may need to be processed
    several times.

Part 1
Part 2
Part 3
16
Edge equation finder
  • Derives mathematical facts out of the edge
    points.
  • Works with simplified Hough Transform algorithm.
  • Automatically adjusts tolerance value to minimize
    the effect of noise points.
  • This helps when the edge is not completely
    straight or blurred.

17
Edge equation finder
Angle in degree Frequency
0 1
45 3
90 1
135 1
(x1,y1)
Desired linear equation in point-slope form
18
Equation processor
  • Although the equation finder has chosen the most
    favorable tolerance value, some extra equation
    may still be generated due to the presence of
    noise points.
  • Geometrical facts of the video object may be
    included in order to remove these extra
    equations.
  • It is also possible to remove occultation parts
    with enough pre-knowledge.

19
Equation processor
Before edge finding
After edge and equation finding
After extra equation removal
20
Equation processor
  • After the extra equations are removed, the
    coordinates of the corner points are calculated
    and estimated.
  • Corner coordinates are essential for future
    texture mapping and object motion tracking.

21
Basic parts of the purposed system
  • Simple bitmap reader/writer
  • RGB/HSV converter
  • Edge detector
  • Edge equation finder
  • Equation processor
  • Texture mapper

22
Texture Mapper
  • A graphics design process in which a 2-D surface,
    called a texture map, is "wrapped around" a 3-D
    object.
  • The 3-D object acquires a surface texture similar
    to the texture map.

23
Texture Mapper
Mapping
New position of pixel
Original position of pixel
24
Texture Mapper
  • Every polygon is assigned 2 sets of coordinates
  • Image coordinates (r, c) location of pixel in
    the image
  • Texture coordinates (u, v) location in texture
    image which contains color information for image
    coordinates

25
Texture Mapper
  • Mapping functions map texture coordinates to
    image coordinates or vice versa.
  • They are usually determined by image points whose
    texture coordinates are given explicitly.

26
Texture Mapper
(r1, c1) (u1, v1)
(r2, c2) (u2, v2)
(u1, v1)
(u2, v2)
(r4, c4) (u4, v4)
(r3, c3) (u3, v3)
(u3, v3)
(u4, v4)
27
Texture Mapper
  • Scan conversion the process of scanning all the
    pixels and perform the necessary calculation.
  • Forward mapping maps from the texture space to
    image space
  • Inverse mapping maps from the image space to
    texture space

28
Scan conversion with forward mapping
  • Algorithm
  • for u umin to umax
  • for v vmin to vmix
  • r R(u,v)
  • c C(u,v)
  • copy pixel at source (u,v)
  • to destination (r,c)

29
Scan conversion with forward mapping
  • Advantage
  • Easy to compute as long as the forward mapping
    function is known.
  • Disadvantage
  • Pixel-to-pixel mapping is not 1-1.
  • Holes may appear.
  • Can result in aliasing.

30
Scan conversion with forward mapping
31
Scan conversion with inverse mapping
  • Algorithm
  • for (r,c) polygon pixel
  • u TEXR(r,c)
  • v TEXC(r,c)
  • copy pixel at source (u,v)
  • to destination (r,c)

32
Scan conversion with inverse mapping
  • Advantage
  • Every destination pixel is filled (no holes).
  • Allow easy incorporation of pre-filtering
    resampling operations to prevent aliasing

33
Scan conversion with inverse mapping
  • Take advantage of Scanline Polygon Fill Algorithm
  • For a row scan, maintain a list of scanline /
    polygon intersections.
  • Intersection at scanline r1 efficiently computed
    from row r.

xk1, yk1
Scanline yk1
Scanline yk
xk, yk
34
Scan conversion with inverse mapping
xk1, yk1
Scanline yk1
Scanline yk
xk, yk
  • Coordinates at a non-boundary level are computed
    by linearly interpolating (u,v) coordinates of
    bounding pixels on the scanline.

35
Scan conversion with inverse mapping
(r1, c1)
(r, c)
Scanline yk
(r4, c4)
(r5, c5)
image
(r3, c3)
(r2, c2)
  • Suppose (ri,ci) maps to (ui,vi), i 1,, 5
  • (r4,c4) s (r1,c1) (1-s) (r3,c3) s is known
  • (u4,v4) s(u1,v1) (1-s)(u3,v3) u4,v4 are
    known
  • Similarly, (u5, v5) can be found.
  • t (c-c4)/(c5-c4)
  • (r,c) t(u5,v5) (1-t)(u4,v4)

36
Basic 2D linear mapping
  • Scaling Translation
  • u ar d
  • v bc e
  • upright rectangle ? upright square
  • Euclidean mapping
  • u (cos?)r (sin?)c d
  • v (sin?)r (cos?)c e
  • rotated unit square ? upright square

37
Basic 2D linear mapping
  • Similarity mapping
  • u s(cos?)r s(sin?)c d
  • v s(sin?)r s(cos?)c e
  • rotated square ? upright unit square
  • Affine mapping
  • u f(cos?)r g(sin?)c d
  • v h(sin?)r i(cos?)c e
  • rotated rectangle ? upright unit square

DEMO !
38
Basic 2D linear mapping
  • Projective mapping
  • The most general 2D linear map
  • Square ?? arbitrary quadrangle !
  • u (a11ra12ca13) / (a31ra32c1)
  • v (a21ra22ca23) / (a31ra32c1)
  • The 8 variables a11,a12, , a32 have to be found
    out.

39
Basic 2D linear mapping
  • We have a system of 8 equations solving 8
    unknowns.

(x1,y1)
40
Future Work
  • Mapping cans
  • Speed optimization
  • Movie manipulation
  • Use of 3D markers

41
Q A
See the foot notes.
Write a Comment
User Comments (0)
About PowerShow.com