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niujinshuchong avatar niujinshuchong commented on June 2, 2024

@vvvsice Good question.

It's true that depths around the points are not same. The key idea is to compare patch similarity between different frames. You can also implement this idea in different manner. For example, first project 3D points to different frames and crop a patch around the projected coordinate then calculate the loss. However, this implementation ignore camera rotation while assuming same depth accounts for camera rotation.

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 avatar commented on June 2, 2024

I see, thanks a lot.

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oxyhexagen avatar oxyhexagen commented on June 2, 2024

@vvvsice Good question.

It's true that depths around the points are not same. The key idea is to compare patch similarity between different frames. You can also implement this idea in different manner. For example, first project 3D points to different frames and crop a patch around the projected coordinate then calculate the loss. However, this implementation ignore camera rotation while assuming same depth accounts for camera rotation.

Hi,thanks for sharing this excellent work.
Could you please explain "this implementation ignore camera rotation while assuming same depth accounts for camera rotation" in more detail? I'm still confused about this.
Much appreciate.

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niujinshuchong avatar niujinshuchong commented on June 2, 2024

@belkahorry For the first one, you always crop a local patch around the projected point. The patch is a regular grid and not dependent on the camera rotation. For the second one, we project a patch (instead of point) with same depth to the other image and the projected patch is not a regular grid anymore and thus depends on camera rotation.

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oxyhexagen avatar oxyhexagen commented on June 2, 2024

It's clear,thanks!

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ShuweiShao avatar ShuweiShao commented on June 2, 2024

Hi, I'm still a bit confused as to why the regular grid would have a connection to the camera rotation.

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