Book Image

Mastering OpenCV with Practical Computer Vision Projects

Book Image

Mastering OpenCV with Practical Computer Vision Projects

Overview of this book

Computer Vision is fast becoming an important technology and is used in Mars robots, national security systems, automated factories, driver-less cars, and medical image analysis to new forms of human-computer interaction. OpenCV is the most common library for computer vision, providing hundreds of complex and fast algorithms. But it has a steep learning curve and limited in-depth tutorials.Mastering OpenCV with Practical Computer Vision Projects is the perfect book for developers with just basic OpenCV skills who want to try practical computer vision projects, as well as the seasoned OpenCV experts who want to add more Computer Vision topics to their skill set or gain more experience with OpenCV's new C++ interface before migrating from the C API to the C++ API.Each chapter is a separate project including the necessary background knowledge, so try them all one-by-one or jump straight to the projects you're most interested in.Create working prototypes from this book including real-time mobile apps, Augmented Reality, 3D shape from video, or track faces & eyes, fluid wall using Kinect, number plate recognition and so on. Mastering OpenCV with Practical Computer Vision Projects gives you rapid training in nine computer vision areas with useful projects.
Table of Contents (15 chapters)
Mastering OpenCV with Practical Computer Vision Projects
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

AAM search and fitting


With our fresh new combined shape and texture model, we have found a nice way to describe how a face could change not only in shape but also in appearance. Now we want to find which set of p shape and λ appearance parameters will bring our model as close as possible to a given input image I(x). We could naturally calculate the error between our instantiated model and the given input image in the coordinate frame of I(x), or map the points back to the base appearance and calculate the difference there. We are going to use the latter approach. This way, we want to minimize the following function:

In the preceding equation, S0 denotes the set of pixels x is equal to (x,y)T that lie inside the AAMs base mesh, A 0 (x) is our base mesh texture, A i (x) is appearance images from PCA, and W(x;p) is the warp that takes pixels from the input image back to the base mesh frame.

Several approaches have been proposed for this minimization through years of studying. The first idea...