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Computer Vision: Algorithms and Applications

12 Mar 2019

Reading time ~5 minutes

[1] R. Szeliski, Computer Vision: Algorithms and Applications, 2010.
[2] R. Szeliski, A. Hai-zhou, Computer Vision: Algorithms and Applications, Tsinghua University Press, 2012.

Book Overview

Szeliski uses a chapter map that moves from image-based (2D) topics on the left, through geometry (3D), to photometric and appearance-based topics on the right. As you go downward the abstraction level increases: lower levels build on algorithms introduced earlier, although the dependencies are not strictly linear.

Chapter 2 surveys image formation. Section 2.1 covers geometric image formation, i.e., how points, lines, and planes are projected using projective geometry—including radial lens distortion. Section 2.2 focuses on radiometry and optics, while Section 2.3 explains how sensors work, covering sampling, aliasing, color perception, and on-camera compression.

Chapter 3 is about image processing, such as linear and nonlinear filtering (3.3), Fourier transforms (3.4), image pyramids and wavelets (3.5), image warping (3.6), and global optimization methods including regularization and Markov random fields (3.7). The chapter closes with applications like seamless stitching and image restoration.

Chapter 4 introduces feature detection and matching—the basis for many 3D reconstruction and recognition pipelines used again in Chapters 6, 7, 9, and 14. The chapter also reviews edge and line detection.

Chapter 5 covers region segmentation techniques such as active contours and tracking. Methods include split-and-merge, mean shift, and graph-based segmentation, with applications in performance-driven animation, interactive editing, and recognition.

Chapter 6 explains geometric alignment and camera calibration. Section 6.1 solves feature-based alignment with linear or nonlinear least squares plus uncertainty weighting and robust regression. Section 6.2 applies these ideas to 3D pose estimation, while Section 6.3 shows how alignment feeds into intrinsic calibration, with examples such as photo registration for flipbooks, handheld 3D pose estimation, and single-view modeling of architecture.

Chapter 7 focuses on structure from motion (SfM). Section 7.1 starts with 3D point triangulation when camera poses are known, then reviews algebraic techniques and RANSAC-style robust sampling for two-frame SfM. The second half of the chapter studies multi-frame SfM, including factorization (7.3), bundle adjustment (7.4), and constrained motion/structure models (7.5), plus applications like view morphing, sparse 3D modeling, and match moving.

Chapter 8 returns to intensity information with dense, intensity-based motion estimation (optical flow). Section 8.1 introduces translational motion, hierarchical schemes, Fourier methods, and iterative refinement. Section 8.2 generalizes to parametric motion models for camera rotation and zoom, Section 8.3 describes spline-based models, and Section 8.4 moves to general per-pixel optical flow, including layered and learned models in Section 8.5. Applications include automated morphing, frame interpolation, and motion-driven interfaces.

Chapter 9 discusses image stitching for panoramic mosaics. Section 9.1 catalogues motion models such as planar motion and pure camera rotation. Section 9.2 presents global alignment (a special case of bundle adjustment), Section 9.3 covers panorama recognition, and the chapter closes with compositing/blending strategies that hide exposure differences. Stitching leverages image warping and feature matching for tasks like whiteboard scanning, video summarization, 360-degree panoramas, and interactive photo montages.

Chapter 10 surveys other computational photography techniques. Section 10.1 emphasizes precise modeling/calibration of image formation, followed by high dynamic range imaging from multiple exposures (10.2), deblurring and super-resolution (10.3), and image editing/compositing (10.4). Section 10.5 adds texture analysis, synthesis, inpainting, and non-photorealistic rendering.

Chapter 11 focuses on stereo correspondence, a constrained instance of motion estimation with known camera poses. Stereo searches a smaller space, yielding dense depth estimates that form visible surface models (11.3). Section 11.6 extends to multi-view stereo for reconstructing full 3D surfaces, enabling applications like head and gaze tracking and depth-based background replacement.

Chapter 12 introduces additional 3D shape and appearance modeling techniques, from classic shape-from-X methods (shading, texture, focus, occluding contours, silhouettes) to active range finding via structured light. The chapter also discusses interpolation, geometric simplification, surface point sets, specialized modeling for buildings/faces/bodies, and appearance modeling methods for estimating texture maps, albedo, and BRDFs.

Chapter 13 reviews image-based rendering approaches such as view interpolation, layered depth images, sprites/layers, and higher-order light field or Lumigraph representations, along with applications in video-based rendering: video denoising, morphing, video textures, and 360-degree tours.

Chapter 14 covers recognition: Sections 14.1–14.2 discuss face detection/recognition, Section 14.3 targets specific object instances, Section 14.4 broad categories, and Section 14.5 explains how scene context guides recognition.



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