finding a chessboard

Finding A Chessboard: An
Introduction To Computer Vision
Martin C. Martin

Motivation & Inspiration
• A spare time project, because I thought it
would be fun
• Project: Chess against the computer,
where board and your pieces are real, it’s
pieces are projected
• Working so far: very robust localizing of
chessboard (full 3D location and
orientation)
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6

Requirements
• Interaction should be as natural as possible
– E.g. pieces don’t have to be centered in their squares, or even
completely in them


• Should be easy to set up and give demonstrations
– Little calibration as possible
– Work in many lighting conditions
– Although only with this board and pieces

• Camera needs to be at angle to board
• Board made by my father just before he met my mother
– My brother and I learned to play on it

• I’m not a big chess fan, I just like project
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Computer Vision ’70s to ’80s:
Feature Detection
• Initial Idea: Corners are unique, look for them
• Compute the “cornerness” at each pixel by adding
the values of some nearby pixels, and subtracting

others, in this pattern:
• Constant Image (e.g. middle of
+
+
+
square): output = 0
+++- - • Edge between two regions (e.g.
+++- - two squares side-by-side):
- - -+++
output = 0
- - -+++
• Where four squares come
together: output max (+ or -)
- - -+++
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Corner Detector In Practice
• Actually, the absolute value of the output


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Problems With Corner Detection





Edge effects
Strong response for some non-corners
Easily obscured by pieces, hand
How to link them up when many are
obscured?

• Go back to something older: Find edges
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Computer Vision ’60s to
Early ’70s: Line Drawings

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Edge Finding
• Very common in early computer vision
– Early computers didn’t have much power
– Very early: enter lines by hand
– A little later: extract line drawing from image
- - -+++
• Basic idea: for vertical
- - -+++
edge, subtract pixels on
left from pixels on right
- - -+++

• Similarly for horizontal
- - -+++
edge
- - -+++
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- - -+++

12

Edge Finding
• Need separate mask for each orientation?
• No! Can compute intensity gradient from horizontal &
vertical gradients
– Think of intensity as a (continuous) function of 2D position:
f(x,y)
f
f
– Rate of change of intensity in direction (u, v) is
u v

x
y
– Magnitude changes as cosine of (u, v)
– Magnitude maximum when (u, v) equals (∂f/∂x, ∂f/∂y)

• (∂f/∂x, ∂f/∂y) is called the gradient
– Magnitude is strength of line at this point
– Direction is perpendicular to line
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Gradient

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Localizing Line
• How do we decide where

lines are & where they
aren’t?
• One idea: threshold the
magnitude
– Problem: what threshold to
use? Depends on lighting,
etc.
– Problem: will still get multiple
pixels at each image location
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Laplacian
• Better idea: find the peak
– i.e. where the 2nd derivative
crosses zero
2

2


 f  f
Laplacian : 2  2
x
y
• Image shows magnitude
• One ridge is positive, one negative

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Gradient: Before And After
Suppression

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Extracting Whole Lines

• So Far: intensity image  “lineness” image
• Next: “lineness” image  list of lines
• Need to accumulate contributions from across
image
– Could be many gaps

• Want to extract position & orientation of lines
– Boundaries won’t be robust, so consider lines to run
across the entire image

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Hough Transform
• Parameterize lines by
angle and distance to
center of image

d

θ
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• Discretize these and
create a 2D grid
covering the entire
range
• Each unsuppressed
pixel is part of a line
– Perpendicular to the
gradient
– Add it’s strength to the
bin for that line
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Distance To Center

Hough Transform

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Angle
20

Take The 24 Biggest Lines

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Demonstration

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Coordinate Systems
• In 2D (u, v) (i.e. on the screen):
– Origin at center of screen
– u horizontal, increasing to the right
– v vertical, increasing down
– Maximum u and v determined by field of view.

• In 3D (x, y, z) (camera’s frame):
– Origin at eye
– Looking along z axis
– x & y in directions of u & v respectively
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2D  3D
• Perspective projection
– (u, v): image coordinates (2D)
– (x, y, z): world coordinates (3D)
– Similar Triangles
• Free to assume virtual screen at d = 1

– Relation: u = x/z, v = y/z

y

v
d
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z

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2D

3D

p = (u, v)

p = (x, y, z)
u = x/z, v=y/z

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Lines in 3D map to lines on screen
• Proof: the 3D line, plus the origin (eye),
form a plane.
• All light rays from the 3D line to the eye
are in this plane.
• The intersection of that plane and the
image plane form a line

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2D

3D

p = (u, v)

p = (x, y, z)
u = x/z, v=y/z

Line

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 Line

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From 2D Lines To 3D Lines
• If a group of lines are parallel in 3D, what’s
the corresponding 2D constraint?
• Equation of line in 2D: Au + Bv + C = 0
• Substituting in our formula for u & v:
– Ax/z + By/z + C = 0
– Ax + By + Cz = 0
• A 3D plane through the origin containing the 3D line

– Let L = (A, B, C) & p = (x, y, z). Then L•p =
0
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2D

3D

p = (u, v)

p = (x, y, z)
u = x/z, v=y/z

Line

 Line

Line 
Au + Bv + C = 0

Plane
Ax + By + Cz = 0
L•p = 0

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Recovering 3D Direction
• Let’s represent the 3D line parametrically, i.e. as the set of
p0+td for all t, where d is the direction.
• The 9 parallel lines on the board have the same d but
different p0.
• For all t: L•(p0+td) = L•p0 + t L•d = 0
• Since p0 is on the line, L•p0 = 0.
• Therefore, L•d = 0, i.e. Axd + Byd + Czd = 0
• That is, the point (xd, yd, zd) (which is not necessarily on
the 3D line) projects to a point on the 2D line
• d is the same for all 9 lines in a group; so it must be the
common intersection point, i.e. the vanishing point
– Knowing the 2D vanishing point gives us the full 3D direction!
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Vanishing Point

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Ames Room

Viewing Direction
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2D

3D

p = (u, v)

p = (x, y, z)
u = x/z, v=y/z

Line

 Line

Line 
Au + Bv + C = 0

Plane
Ax + By + Cz = 0
L•p = 0

Common Intersection
Vanishing Point 

 Parallel Lines
Common Direction

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Finding The Vanishing Point
• Want to find a group of 9 2D lines with a
common intersection point
• For two lines A1u+B1v+C1 = 0 and A2u+B2v+C2
= 0, intersection point is on both lines,
therefore satisfies both linear equations:
 A1
A
 2

B1  u    C1 




B2   v    C2 

• In reality, only approximately intersect at a
common location
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Representing the Vanishing Point
• Problem: If camera is perpendicular to board, 2D lines
are parallel  no solution
• Problem: If camera is almost perpendicular to board,
small error in line angle make for big changes in
intersection location



Euclidean distance between points is poor measure of
similarity
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Desired Metric
• Sensitivity Analysis for Intersection Point:

 B2C1  B1C2
A2C1  A1C2
u
,v 
A1 B2  A2 B1
A1 B2  A2 B1
• Of the form u’/w, v’/w. If -1 ≤ A,B,C ≤ 1, then -2
≤ u’, v’, w ≤ 2
• So, the only way for the intersection point to be
large is if w is small; the right metric is roughly
1/w
• A representation with that property is…
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Homogeneous Coordinates






Introduced by August Ferdinand Möbius
An example of projective geometry
Represent a 2D point using 3 numbers
The point (u, v, w) corresponds to u/w, v/w
Formula for perspective projection means any
3D point is already the homogeneous coordinate
of its 2D projection
• Multiplying by a scalar doesn’t change the point:
– (cu, cv, cw) represents same 2D point as (u, v, w)
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Homogeneous Coordinates
w=1

(u, v, 1)

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Project Intersection Point Onto Unit
Sphere

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Lines Become “Great Circles”

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Clustering: Computer Vision In The
Nineties
• 60s and 70s: Promise of human
equivalence right around the corner
• 80s: Backlash against AI
– Like an “internet startup” now

• 90s: Extensions of existing engineering
techniques
– Applied statistics: Bayesian Networks
– Control Theory: Reinforcement Learning
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K Means

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2D to 3D: Distance
• How do we get the distance to the board? From the
spacing between lines.
• While 3D lines map to 2D lines, points equally spaced
along a 3D line AREN’T equally spaced in 2D:

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Distance To Board
• Let c = (0, 0, zc) be the
point were the z axis hits
the board
• For each line in group 1,
we find the 3D
perpendicular distance
from c to the line, along
d2
• These should be equally
spaced in 3D
• Find the common
difference, like Millikan oil
drop expr.
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Distance To Board
• Let Li = (Ai, Bi, Ci) be the ith line in group 1.
• We want to find ti such that the point c + ti d2 is
on Li, i.e.
• Li•(c + ti d2) = 0
• Li•c + ti Li•d2 = 0
• ti = - Li•c / Li•d2 = - Cizc / Li•d2
• zc is the only unknown, so put that on the left
• Let si = ti/zc = -Ci / Li•d2
• If we choose our 3D units so that the squares
are 1x1, then the common difference is 1/z c
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Distance To Board
• So, given the si, we need to find t0 and zc
such that:
• si = ti/zc = (i + t0) / zc, i = 0…8
• But, we have outliers & occasional
omission
• So we use robust estimation

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Robust Estimation
• Many existing parameter estimation algorithms
optimize a continuous function
– Sometimes there’s a closed form (e.g. MLE of center
of Gaussian is just the sample mean)
– Sometimes it’s something more iterative (e.g.
Newton-Rhapson)

• However, these are usually sensitive to outliers
– Data cleaning is often a big part of the analysis
– The reason why decision trees (which are extreemly
robust to outliers) are the best all-round “off-the-shelf”
data mining technique
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Robust Estimation
• Find distance (and offset) to maximize
score:

– Involves evaluating on a fine grid
– Isn’t time consuming here, since the number
of data points is small
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