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11.0 WARPING, MORPHING, AND LAGRANGIAN APPROACHES⧉

Straightening a façade, aligning a burst and moving a face landmark all change where image samples contribute. A warp specifies that geometry; resampling determines the output values. Keeping those two tasks separate lets us reuse one sampling implementation for many kinds of edit.

Chapter 11.1, Warping defines forward and backward maps, boundaries and interpolation. Chapter 11.2, Antialiasing for complex transforms handles footprints that stretch or rotate across the image. A destination pixel may cover many source samples, so a sharper interpolator alone cannot prevent aliasing.

Chapter 11.3, Morphing combines correspondence with appearance blending. Chapter 11.4, Morphable models restricts possible shapes using a learned population model, while Chapter 11.5, Shape-preserving warping penalizes local deformation. These constraints can improve an edit without guaranteeing physical validity or preventing every fold.

Chapter 11.6, Perspective distortion and its correction separates planar rectification, virtual camera rotation and local perceptual adjustments. None can recover unseen surfaces from a single photograph without additional information or inference.

The distinction between changing values and moving content is related to two descriptions of fluid motion. An Eulerian description observes a fixed location, like a weather station measuring the air that passes it. A Lagrangian description follows material, like a balloon drifting with that air. A tone curve changes values on a fixed image grid. A geometric warp instead describes where scene content moves. The implementation may still visit a fixed output grid through backward mapping; the Lagrangian analogy concerns the motion being represented. Video compression shows why the distinction matters in practice. Coding each frame as its per-pixel difference from the previous one is an Eulerian scheme, and it wastes bits whenever something moves, since a moving edge produces large differences at every pixel it crosses. Motion-compensated coding, as in the MPEG and H.264 families, predicts each block from where its content was in the previous frame and codes only the correction, which is cheap when the motion is well described (Chapter 30.2, Video compression and motion compensation).

That separation also explains the organization of these chapters. One question is how to specify the map: a few parameters, sparse landmarks, a deformation mesh or a dense field. Another is how to apply it to sampled data. Translation, lens correction, stabilization and a facial morph can share a resampling engine even though their maps come from different models. Matching pixels across space and time addresses estimating those correspondences; this part develops their use to transport image content.


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