Advanced Multimedia

85
Advanced Multimedia Warping & Morphing Tamara Berg

description

Advanced Multimedia. Warping & Morphing Tamara Berg. Image Warping. http://www.jeffrey-martin.com. Slides from: Alexei Efros & Steve Seitz. Image Warping in Biology. D'Arcy Thompson http://www-groups.dcs.st-and.ac.uk/~history/Miscellaneous/darcy.html - PowerPoint PPT Presentation

Transcript of Advanced Multimedia

Page 1: Advanced Multimedia

Advanced Multimedia

Warping & Morphing

Tamara Berg

Page 2: Advanced Multimedia

Image Warping

Slides from: Alexei Efros & Steve Seitz

http://www.jeffrey-martin.com

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D'Arcy Thompson http://www-groups.dcs.st-and.ac.uk/~history/Miscellaneous/darcy.html

http://en.wikipedia.org/wiki/D'Arcy_Thompson

Importance of shape and structure in evolution

Slide by Durand and Freeman

Image Warping in Biology

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Image Transformations

image filtering: change range of imageg(x) = T(f(x))

f

x

Tf

x

f

x

Tf

x

image warping: change domain of imageg(x) = f(T(x))

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Image Transformations

T

T

f

f g

g

image filtering: change range of image

g(x) = T(f(x))

image warping: change domain of imageg(x) = f(T(x))

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Parametric (global) warpingExamples of parametric warps:

translation rotation aspect

affineperspective

cylindrical

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Parametric (global) warping

Transformation T is a coordinate-changing machine:

p’ = T(p)

What does it mean that T is global?• Is the same for any point p• can be described by just a few numbers (parameters)

Let’s represent T as a matrix:

p’ = Mp

T

p = (x,y) p’ = (x’,y’)

y

x

y

xM

'

'

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ScalingScaling a coordinate means multiplying each of its components by

a scalarUniform scaling means this scalar is the same for all components:

2

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Non-uniform scaling: different scalars per component:

Scaling

X 2,Y 0.5

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Scaling

Scaling operation:

Or, in matrix form:

byy

axx

'

'

y

x

b

a

y

x

0

0

'

'

scaling matrix S

What’s inverse of S?

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2-D Rotation

(x, y)

(x’, y’)

x’ = x cos() - y sin()y’ = x sin() + y cos()

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2-D Rotation

x = r cos ()y = r sin ()x’ = r cos ( + )y’ = r sin ( + )

(x, y)

(x’, y’)

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2-D Rotation

x = r cos ()y = r sin ()x’ = r cos ( + )y’ = r sin ( + )

Trig Identity…x’ = r cos() cos() – r sin() sin()y’ = r sin() cos() + r cos() sin()

(x, y)

(x’, y’)

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2-D Rotation

x = r cos ()y = r sin ()x’ = r cos ( + )y’ = r sin ( + )

Trig Identity…x’ = r cos() cos() – r sin() sin()y’ = r sin() cos() + r cos() sin()

Substitute…x’ = x cos() - y sin()y’ = x sin() + y cos()

(x, y)

(x’, y’)

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2-D RotationThis is easy to capture in matrix form:

What is the inverse transformation?

y

x

y

x

cossin

sincos

'

'

R

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2-D RotationThis is easy to capture in matrix form:

What is the inverse transformation?• Rotation by –• For rotation matrices

y

x

y

x

cossin

sincos

'

'

TRR 1

R

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Identity?

yyxx

''

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Identity?

yyxx

''

yx

yx

1001

''

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Identity?

yyxx

''

yx

yx

1001

''

2D Scale around (0,0)?

ysy

xsx

y

x

*'

*'

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Identity?

yyxx

''

yx

yx

1001

''

2D Scale around (0,0)?

ysy

xsx

y

x

*'

*'

y

x

s

s

y

x

y

x

0

0

'

'

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Rotate around (0,0)?

yxyyxx

*cos*sin'*sin*cos'

y

x

y

x

cossin

sincos

'

'

2D Shear?

yxshy

yshxx

y

x

*'

*'

y

x

sh

sh

y

x

y

x

1

1

'

'

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Mirror about Y axis?

yyxx

''

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Mirror about Y axis?

yyxx

''

yx

yx

1001

''

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Mirror about Y axis?

yyxx

''

yx

yx

1001

''

2D Mirror over (0,0)?

yyxx

''

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Mirror about Y axis?

yyxx

''

yx

yx

1001

''

2D Mirror over (0,0)?

yyxx

''

yx

yx

1001

''

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Translation?

y

x

tyy

txx

'

'

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2x2 MatricesWhat types of transformations can be

represented with a 2x2 matrix?

2D Translation?

y

x

tyy

txx

'

'

Only linear 2D transformations can be represented with a 2x2 matrix

NO!

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All 2D Linear Transformations

Linear transformations are combinations of …• Scale,• Rotation,• Shear, and• Mirror

Properties of linear transformations:• Origin maps to origin• Lines map to lines• Parallel lines remain parallel• Ratios are preserved• Closed under composition

y

x

dc

ba

y

x

'

'

yx

lkji

hgfe

dcba

yx''

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Homogeneous CoordinatesQ: How can we represent translation as a 3x3

matrix?

y

x

tyy

txx

'

'

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Homogeneous CoordinatesHomogeneous coordinates

• represent coordinates in 2 dimensions with a 3-vector

1

coords shomogeneou y

x

y

x

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Homogeneous Coordinates

Add a 3rd coordinate to every 2D point• (x, y, w) represents a point at location (x/w, y/w)• (x, y, 0) represents a point at infinity• (0, 0, 0) is not allowed

Convenient coordinate system to represent many useful transformations

1 2

1

2(2,1,1) or (4,2,2) or (6,3,3)

x

y

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Homogeneous CoordinatesQ: How can we represent translation as a 3x3

matrix?

y

x

tyy

txx

'

'

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Homogeneous CoordinatesQ: How can we represent translation as a 3x3

matrix?

A: Using the rightmost column:

100

10

01

y

x

t

t

ranslationT

y

x

tyy

txx

'

'

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TranslationExample of translation

11100

10

01

1

'

'

y

x

y

x

ty

tx

y

x

t

t

y

x

tx = 2ty = 1

Homogeneous Coordinates

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Basic 2D TransformationsBasic 2D transformations as 3x3 matrices

1100

0cossin

0sincos

1

'

'

y

x

y

x

1100

10

01

1

'

'

y

x

t

t

y

x

y

x

1100

01

01

1

'

'

y

x

sh

sh

y

x

y

x

Translate

Rotate Shear

1100

00

00

1

'

'

y

x

s

s

y

x

y

x

Scale

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Matrix CompositionTransformations can be combined by

matrix multiplication

wyx

sysx

tytx

wyx

1000000

1000cossin0sincos

1001001

'''

p’ = T(tx,ty) R() S(sx,sy) p

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Affine Transformations

Affine transformations are combinations of …• Linear transformations, and

• Translations

Properties of affine transformations:• Origin does not necessarily map to origin

• Lines map to lines

• Parallel lines remain parallel

• Ratios are preserved

• Closed under composition

• Models change of basis

wyx

fedcba

wyx

100''

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Projective Transformations

Projective transformations …• Affine transformations, and

• Projective warps

Properties of projective transformations:• Origin does not necessarily map to origin

• Lines map to lines

• Parallel lines do not necessarily remain parallel

• Ratios are not preserved

• Closed under composition

• Models change of basis

wyx

ihgfedcba

wyx

'''

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2D image transformations

These transformations are a nested set of groups• Closed under composition and inverse is a member

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Recovering Transformations

What if we know f and g and want to recover the transform T?• willing to let user provide correspondences

– How many do we need?

x x’

T(x,y)y y’

f(x,y) g(x’,y’)

?

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Translation: # correspondences?

How many correspondences needed for translation?

x x’

T(x,y)y y’

?

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Translation: # correspondences?

How many correspondences needed for translation?

How many Degrees of Freedom?

x x’

T(x,y)y y’

?

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Translation: # correspondences?

How many correspondences needed for translation?

How many Degrees of Freedom?

What is the transformation matrix?

x x’

T(x,y)y y’

?

100

'10

'01

yy

xx

pp

pp

M

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Euclidian: # correspondences?

How many correspondences needed for translation+rotation?

How many DOF?

x x’

T(x,y)y y’

?

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Affine: # correspondences?

How many correspondences needed for affine?

How many DOF?

x x’

T(x,y)y y’

?

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Projective: # correspondences?

How many correspondences needed for projective?

How many DOF?

x x’

T(x,y)y y’

?

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Example: warping triangles

Given two triangles: ABC and A’B’C’ in 2D (12 numbers)

Need to find transform T to transfer all pixels from one to the other.

What kind of transformation is T?

How can we compute the transformation matrix:

T(x,y)

?

A

B

C A’C’

B’

Source Destination

11001

'

'

y

x

fed

cba

y

x

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Image warping

Given a coordinate transform (x’,y’) = T(x,y) and a source image f(x,y), how do we compute a transformed image g(x’,y’) = f(T(x,y))?

x x’

T(x,y)

f(x,y) g(x’,y’)

y y’

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f(x,y) g(x’,y’)

Forward warping

Send each pixel f(x,y) to its corresponding location

(x’,y’) = T(x,y) in the second image

x x’

T(x,y)

Q: what if pixel lands “between” two pixels?

y y’

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f(x,y) g(x’,y’)

Forward warping

Send each pixel f(x,y) to its corresponding location

(x’,y’) = T(x,y) in the second image

x x’

T(x,y)

Q: what if pixel lands “between” two pixels?

y y’

A: distribute color among neighboring pixels (x’,y’)– Known as “splatting”– Check out griddata in Matlab

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f(x,y) g(x’,y’)x

y

Inverse warping

Get each pixel g(x’,y’) from its corresponding location

(x,y) = T-1(x’,y’) in the first image

x x’

Q: what if pixel comes from “between” two pixels?

y’T-1(x,y)

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f(x,y) g(x’,y’)x

y

Inverse warping

Get each pixel g(x’,y’) from its corresponding location

(x,y) = T-1(x’,y’) in the first image

x x’

T-1(x,y)

Q: what if pixel comes from “between” two pixels?

y’

A: Interpolate color value from neighbors– nearest neighbor, bilinear, Gaussian, bicubic

– Check out interp2 in Matlab

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Forward vs. inverse warpingQ: which is better?

A: usually inverse—eliminates holes• however, it requires an invertible warp function—not always possible...

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Homework 3A

On course webpage. Due Tues, March 31. Start now and come ask me questions asap. My solution is < 20 lines of code, but hardest part will be conceptually figuring out how to do it.

Homework 3B will build on the implementation of 3A. So, I will release a solution to 3A on Thurs, April 2 and no late homeworks will be accepted after that.

Overview: Implement image warping and composition in matlab.

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Homework 3A

+

Target Source

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Homework 3A

+

Target Source

User clicks on 4 points in target, 4 points in source.

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Homework 3A

+

Target Source

User clicks on 4 points in target, 4 points in source.Find best affine transformation between source subimg and target subimg.

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Homework 3A

+

Target Source

User clicks on 4 points in target, 4 points in source.Find best affine transformation between source subimg and target subimg.Transform the source subimg accordingly.

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Homework 3A

+

Target Source

User clicks on 4 points in target, 4 points in source.Find best affine transformation between source subimg and target subimg.Transform the source subimg accordingly.Insert the transformed source subimg into the target image.

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Homework 3A

+

Target Source

User clicks on 4 points in target, 4 points in source.Find best affine transformation between source subimg and target subimg.Transform the source subimg accordingly.Insert the transformed source subimg into the target image.

Useful matlab functions: ginput, cp2transform, imtransform. Look these up!

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Homework 3A

+

Target Source

= Result

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Image Morphing - Women in Art video

http://youtube.com/watch?v=nUDIoN-_Hxs

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Morphing = Object Averaging

The aim is to find “an average” between two objects• Not an average of two images of objects…• …but an image of the average object!• How can we make a smooth transition in time?

– Do a “weighted average” over time t

How do we know what the average object looks like?• We haven’t a clue!• But we can often fake something reasonable

– Usually required user/artist input

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P

Qv = Q - P

P + 0.5v= P + 0.5(Q – P)= 0.5P + 0.5 Q

P + 1.5v= P + 1.5(Q – P)= -0.5P + 1.5 Q(extrapolation)Linear Interpolation

(Affine Combination):New point aP + bQ,defined only when a+b = 1So aP+bQ = aP+(1-a)Q

Averaging Points

P and Q can be anything:• points on a plane (2D) or in space (3D)• Colors in RGB or HSV (3D)• Whole images (m-by-n D)… etc.

What’s the averageof P and Q?

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Idea #1: Cross-Dissolve

Interpolate whole images:

Imagehalfway = (1-t)*Image1 + t*image2

This is called cross-dissolve in film industry

But what if the images are not aligned?

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Idea #2: Align, then cross-disolve

Align first, then cross-dissolve• Alignment using global warp – picture still valid

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Dog Averaging

What to do?• Cross-dissolve doesn’t work• Global alignment doesn’t work

– Cannot be done with a global transformation (e.g. affine)

• Any ideas?

Feature matching!• Nose to nose, tail to tail, etc.• This is a local (non-parametric) warp

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Idea #3: Local warp, then cross-dissolve

Morphing procedure: for every t,1. Find the average shape (the “mean dog”)

• local warping

2. Find the average color• Cross-dissolve the warped images

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Local (non-parametric) Image Warping

Need to specify a more detailed warp function• Global warps were functions of a few (2,4,8) parameters• Non-parametric warps u(x,y) and v(x,y) can be defined

independently for every single location x,y!• Once we know vector field u,v we can easily warp each pixel

(use backward warping with interpolation)

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Image Warping – non-parametricMove control points to specify a spline warp

Spline produces a smooth vector field

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Warp specification - denseHow can we specify the warp?

Specify corresponding spline control points• interpolate to a complete warping function

But we want to specify only a few points, not a grid

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Warp specification - sparseHow can we specify the warp?

Specify corresponding points• interpolate to a complete warping function

• How do we do it?

How do we go from feature points to pixels?

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Triangular Mesh

1. Input correspondences at key feature points

2. Define a triangular mesh over the points• Same mesh in both images!• Now we have triangle-to-triangle correspondences

3. Warp each triangle separately from source to destination• How do we warp a triangle?• 3 points = affine warp!• Just like texture mapping

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TriangulationsA triangulation of set of points in the plane is a partition

of the convex hull to triangles whose vertices are the points, and do not contain other points.

There are an exponential number of triangulations of a point set.

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An O(n3) Triangulation AlgorithmRepeat until impossible:

• Select two sites.• If the edge connecting them does not intersect previous

edges, keep it.

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“Quality” Triangulations

Let (T) = (1, 2 ,.., 3t) be the vector of angles in the triangulation T in increasing order.

A triangulation T1 will be “better” than T2 if (T1) > (T2) lexicographically.

The Delaunay triangulation is the “best” • Maximizes smallest angles

good bad

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Improving a TriangulationIn any convex quadrangle, an edge flip is possible. If

this flip improves the triangulation locally, it also improves the global triangulation.

If an edge flip improves the triangulation, the first edge is called illegal.

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Illegal Edges

Lemma: An edge pq is illegal iff one of its opposite vertices is inside the circle defined by the other three vertices.

Proof: By Thales’ theorem.

Theorem: A Delaunay triangulation does not contain illegal edges.

Corollary: A triangle is Delaunay iff the circle through its vertices is empty of other sites.

Corollary: The Delaunay triangulation is not unique if more than three sites are co-circular.

p

q

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Naïve Delaunay Algorithm

Start with an arbitrary triangulation. Flip any illegal edge until no more exist.

Could take a long time to terminate.

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Delaunay Triangulation by Duality

General position assumption: There are no four co-circular points.

Draw the dual to the Voronoi diagram by connecting each two neighboring sites in the Voronoi diagram.

Corollary: The DT may be constructed in O(nlogn) time.

This is what Matlab’s delaunay function uses.

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Image MorphingWe know how to warp one image into the other, but

how do we create a morphing sequence?1. Create an intermediate shape (by interpolation)

2. Warp both images towards it

3. Cross-dissolve the colors in the newly warped images

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Warp interpolationHow do we create an intermediate warp at time t?

• Assume t = [0,1]• Simple linear interpolation of each feature pair• (1-t)*p1+t*p0 for corresponding features p0 and p1

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Morphing & matting

Extract foreground first to avoid artifacts in the background

Slide by Durand and Freeman

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Other Issues

Beware of folding• You are probably trying to do something 3D-ish

Morphing can be generalized into 3D• If you have 3D data, that is!

Extrapolation can sometimes produce interesting effects• Caricatures

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Dynamic Scene