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motion estimation and compensation for very low bitrate video coding

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42 Chapter 2. Motion in the Framework of Video Coding<br />

Y<br />

X<br />

f<br />

y<br />

r<br />

x<br />

2D image plane<br />

R<br />

3D object<br />

Z<br />

camera axis<br />

Figure 2.2: Perspective projection geometry: from 3D to 2D<br />

dinate systems have to cooperate: the camera <strong>and</strong> the image plane.<br />

The rst is a 3D Cartesian coordinate system with its origin at the<br />

camera lens <strong>and</strong> the Z-axis corresponding to the camera axis. The<br />

second is the 2D (<strong>and</strong> space-limited) system of the image plane. Let<br />

R =(XY Z) T be the position vector of a point in the 3D space <strong>and</strong><br />

r =(xy) T be the position vector of the projected point on the image<br />

plane. Under a perspective projection, the image r of R is the intersection<br />

of the plane with a ray linking the camera lens <strong>and</strong> R. If one<br />

considers the similar triangles in the projection geometry, the fol<strong>low</strong>ing<br />

relations are obtained:<br />

f Z f<br />

= ;<br />

x X y<br />

Z<br />

= ; (2.1)<br />

Y<br />

where f is the distance between the camera <strong>and</strong> the image plane, referred<br />

to as the focal length, <strong>and</strong> related to the focus of expansion [51]. The<br />

perspective projection equation <strong>for</strong> e<strong>very</strong> point isthus:<br />

r =<br />

x<br />

y<br />

!<br />

= f<br />

Z<br />

X<br />

Y<br />

!<br />

: (2.2)

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