Learning for 3D Vision

Assignment 1

1.1. 360-degree Renders

My Animation

1.2 Re-creating the Dolly Zoom

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2.1 Constructing a Tetrahedron

2.1

number of vertices: 4 number of faces: 4

2.2 Constructing a Cube

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number of vertices: 8 number of faces: 6

3. Re-texturing a mesh

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color1 = [0.00, 0.59, 1.00]

color2 = [0.86, 0.08, 0.24]

4. Camera Transformations

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$$ R_{\text{relative}} = \begin{bmatrix} 0 & 1 & 0 \\ -1 & 0 & 0 \\ 0 & 0 & 1 \end{bmatrix}, \quad T_{\text{relative}} = \begin{bmatrix} 0 \\ 0 \\ 0 \end{bmatrix} $$

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$$ R_{\text{relative}} = \begin{bmatrix} 0 & 0 & 0 \\ 0 & 0 & 0 \\ 0 & 0 & 0 \end{bmatrix}, \quad T_{\text{relative}} = \begin{bmatrix} 0 \\ 0 \\ 3 \end{bmatrix} $$

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$$ \theta = \frac{10 \pi}{180} $$

$$ R_{\text{relative}} = \begin{bmatrix} \cos\theta & 0 & \sin\theta \\ 0 & 1 & 0 \\ -\sin\theta & 0 & \cos\theta \end{bmatrix}, \quad T_{\text{relative}} = \begin{bmatrix} 0 \\ 0 \\ 0 \end{bmatrix} $$

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$$ \theta = \frac{90 \pi}{180} $$

$$ R_{\text{relative}} = \begin{bmatrix} \cos\theta & 0 & \sin\theta \\ 0 & 1 & 0 \\ -\sin\theta & 0 & \cos\theta \end{bmatrix}, \quad T_{\text{relative}} = \begin{bmatrix} -3 \\ 0 \\ 3 \end{bmatrix} $$

5.1 Rendering Point Clouds from RGB-D Images

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5.2 Parametric Functions

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5.3 Implicit Surfaces

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Aspect Point Cloud Mesh Comment
Rendering Speed faster slower mesh needs rasterization, but using GPU could be fast
Rendering Quality worse better mesh can apply the texture on it
Ease of Use easier harder point cloud data are easier to collect with lidar
Memory Usage less more for mesh we also have to store the vertices indices for faces

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6. Do Something Fun

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Cottage in a cottage in a cottage.

7. Sampling Points on Meshes

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