ArticleslgStudy

computer science

Match moving

Match moving is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Match moving rather than just read about it. In short: In visual effects, match moving is a technique that allows the insertion of 2D elements, other live action elements or CG computer graphics into live-action footage with correct position, scale, orientation, and motion relative to the photographed objects in the shot. It also allows for the removal of live action elements from the live action shot.

Match moving — main illustration
Match moving — illustration

Key takeaways

  • Match moving belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Match moving to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Match moving from memory before moving on to harder problems.

Reference excerpt

In visual effects, match moving is a technique that allows the insertion of 2D elements, other live action elements or CG computer graphics into live-action footage with correct position, scale, orientation, and motion relative to the photographed objects in the shot. It also allows for the removal of live action elements from the live action shot. The term is used loosely to describe several different methods of extracting camera motion information from a motion picture. Also referred to as motion tracking or camera solving, match moving is related to rotoscoping and photogrammetry. Match moving is sometimes confused with motion capture, which records the motion of objects, often human actors, rather than the camera. Typically, motion capture requires special cameras and sensors and a controlled environment (although recent developments such as the Kinect camera and Apple's Face ID have begun to change this). Match moving is also distinct from motion control photography, which uses mechanical hardware to execute multiple identical camera moves. Match moving, by contrast, is typically a software-based technology, applied after the fact to normal footage recorded in uncontrolled environments with an ordinary camera. Match moving is primarily used to track the movement of a camera through a shot so that an identical virtual camera move can be reproduced in a 3D animation program. When new animated elements are composited back into the original live-action shot, they will appear in perfectly matched perspective and therefore appear seamless. As it is mostly software-based, match moving has become increasingly affordable as the cost of computer power has declined; it is now an established visual-effects tool and is even used in live television broadcasts as part of providing effects such as the yellow virtual down-line in American football.

Principle The process of match moving can be broken down into two steps.

Tracking The first step is identifying and tracking features. A feature is a specific point in the image that a tracking algorithm can lock onto and follow through multiple frames (SynthEyes calls them blips). Often features are selected because they are bright/dark spots, edges or corners depending on the particular tracking algorithm. Popular programs use template matching based on NCC score and RMS error. What is important is that each feature represents a specific point on the surface of a real object. As a feature is tracked it becomes a series of two-dimensional coordinates that represent the position of the feature across a series of frames. This series is referred to as a "track". Once tracks have been created they can be used immediately for 2-D motion tracking, or then be used to calculate 3-D information.

Calibration

The second step involves solving for 3D motion. This process attempts to derive the motion of the camera by solving the inverse-projection of the 2-D paths for the position of the camera. This process is referred to as calibration. When a point on the surface of a three-dimensional object is photographed, its position in the 2-D frame can be calculated by a 3-D projection function. We can consider a camera to be an abstraction that holds all the parameters necessary to model a camera in a real or virtual world. Therefore, a camera is a vector that includes as its elements the position of the camera, its orientation, focal length, and other possible parameters that define how the camera focuses light onto the film plane. Exactly how this vector is constructed is not important as long as there is a compatible projection function P. The projection function P takes as its input a camera vector (denoted camera) and another vector the position of a 3-D point in space (denoted xyz) and returns a 2D point that has been projected onto a plane in front of the camera (denoted XY). We can express this:

XY = P(camera, xyz)

The projection function transforms the 3-D point and strips away the component of depth. Without knowing the depth of the component an inverse projection function can only return a set of possible 3D points, that form a line emanating from the nodal point of the camera lens and passing through the projected 2-D point. We can express the inverse projection as:

xyz ∈ P'(camera, XY) or

{xyz :P(camera, xyz) = XY} Let's say we are in a situation where the features we are tracking are on the surface of a rigid object such as a building. Since we know that the real point xyz will remain in the same place in real space from one frame of the image to the next we can make the point a constant even though we do not know where it is. So:

xyzi = xyzj where the subscripts i and j refer to arbitrary frames in the shot we are analyzing. Since this is always true then we know that:

P'(camerai, XYi) ∩ P'(cameraj, XYj) ≠ {} Because the value of XYi has been determined for all frames that the feature is tracked through by the tracking program, we can solve the reverse projection function between any two frames as long as P'(camerai, XYi) ∩ P'(cameraj, XYj) is a small set. Set of possible camera vectors that solve the equation at i and j (denoted Cij).

Cij = {(camerai,cameraj):P'(camerai, XYi) ∩ P'(cameraj, XYj) ≠ {}) So there is a set of camera vector pairs Cij for which the intersection of the inverse projections of two points XYi and XYj is a non-empty, hopefully small, set centering on a theoretical stationary point xyz . In other words, imagine a black point floating in a white void and a camera. For any position in space that we place the camera, there is a set of corresponding parameters (orientation, focal length, etc.) that will photograph that black point exactly the same way. Since C has an infinite number of members, one point is never enough to determine the actual camera position. As we start adding tracking points, we can narrow the possible camera positions. For example, if we have a set of points {xyzi,0,...,xyzi,n} and {xyzj,0,...,xyzj,n} where i and j still refer to frames and n is an index to one of many tracking points we are following. We can derive a set of camera vector pair sets {Ci,j,0,...,Ci,j,n}. In this way multiple tracks allow us to narrow the possible camera parameters. The set of possible camera parameters that fit, F, is the intersection of all sets:

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Match moving

Start with the simplest possible case. Write down what Match moving claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Match moving before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Match moving ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Match moving

In research
Match moving appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Match moving in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Match moving is common in secondary-school and first-year university syllabi. It links to neighbouring topics Computer animation, Motion in computer vision, Video processing, so understanding it makes those chapters shorter.
In everyday life
Look for Match moving outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

Affiliate

Preply — study more efficiently by working with a personal tutor. 50% off.

How to study Match moving in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Match moving means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Match moving out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Match moving in simple terms?

In visual effects, match moving is a technique that allows the insertion of 2D elements, other live action elements or CG computer graphics into live-action footage with correct position, scale, orientation, and motion relative to the photographed objects in the shot. It also allows for the removal…

Why does Match moving matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Match moving?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Match moving.

Tags

  • Computer animation
  • Motion in computer vision
  • Video processing
  • Visual effects

Keep exploring