A geometric constraint is a form of constraint of an image that is driven by knowledge of 2D and 3D geometry. For example:
- As a general rule if object A is in front of object B and object B is in front of objectC, then A must also be in front of C.
- Waltz's algorithm uses the fact that, inter alia, if three edges meet at a Y-like point they are usually either all be outward facing or all inward facing joins.
- Shadoes tend to lie on the same side of objects opposite the primary light source.
Used on Chap. 12: page 272
Scene with edges labelled by Waltz' algorithm using on vertex constriants
An 'improper scene', which cannot be labelled by Walz' algorithm as it appears to violate geometric constraints. Note however if the L-shaped faces where suitably curved it would be possible to construct this.