Computational Motion and Shape Estimation
The problems I have investigated are related to basic processes in the perception of three-dimensional motion, shape and their relationship. Many psychophysical experiments as well as computational considerations convincingly show that actual systems cannot estimate exact distances and shapes, but instead derive a distorted version of space. What I have been studying is the geometric distortion between perceptual space (computed space) and actual space, which is difficult to model due to the complexity of the scene (scene can change unpredictably, and the traditional approach to this problem is to adopt a statistical approach with a lot of assumptions). The geometrical approach of our work is helpful towards obtaining an intuitive grasp of this complex problem.
From these geometric studies, many ambiguities inherent in the structure from motion problem emerge. A clear understanding of these ambiguities is in turn crucial to the development of more robust algorithms. Our modeling of depth distortion also points to the rich synergistic relationship between motion estimation and depth estimation. While the traditional approach has been to remove depth from the equations so as to formulate an elegant algorithm, this elegance is obtained at the expense of stabilities of the recovery process. Our study points to the potential offered by simultaneous estimation of motion and depth.
I also attempt to understand from these results the space-time representation reconstructed inside our head. Since metric shape cannot be computed in practice, vision systems have to compute a number of alternative space and shape representations for a hierarchy of visual tasks, ranging from obstacle avoidance through homing to object recognition. My current research interests are concerned with understanding the large spectrum of these representations. One possible representation is that of the ordinal depth; the metric aspects are ignored but only the order of the depth points are represented. The advantage is that ordinal depth can be robustly recovered. The following figure shows the ordinal depth recovered, rendered in colour (cold colors represent near depths, warm colors represent far depths). Currently, I am working on using ordinal depth representation for tasks such as landmark-based navigation (see Robust scene recognition).

Fig 1. Left: Scene in
view. Right: its ordinal depth reconstruction.