
A basic problem in computer vision is to understand the structure of a real world scene given several images of it. The authors cover the geometric principles and their algebraic representation in terms of camera projection matrices, the fundamental matrix and the trifocal tensor.
The course also uses Hartley and Zisserman's book, Multiple View Geometry in Computer Vision. While it's a very comprehensive book that's definitely worth owning, it's also kind of intimidating for self-learners. The course and the book together help to balance each other.
For example I have a copy of the excellent Multiple View Geometry in Computer Vision by Hartley and Zisserman filled with little sketches and notes I took in the margins while trying to grok the book, and it’s kinda nice to be able to thumb through the book and review concepts complete with my previous thoughts and notes. I could of course do the same on my tablet or in a separate notebook of course, but something about the space constraints and commitment of real marks on paper makes it feel more rewarding.
A lot of 3D Geometry algorithms are based on clean derivations and estimations, thus depending on your math fluency, you will find great enjoyment in that book too. The proofs flow really well.
Heh, about 10 years ago I read that book and figured out a few things:
* triangulate position in 3d space of an object given a few 2d pictures (from known camera locations, ie: camera intrinsic and extrinsic matrices)
* how to instruct my friend to make a simple 3d rendering "engine"
Nice to see the same stuff distilled into an article.