Shading and Recognition OR The first Mrs Rochester. D.A. Forsyth, UIUC

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Transcription:

Shading and Recognition OR The first Mrs Rochester D.A. Forsyth, UIUC

Structure Argument: History why shading why shading analysis died reasons for hope Classical SFS+Critiques Primitives Reconstructions are possible Variable source shading analysis

Shading offers: rich cues to short scale detail cues to long scale structure From White+Forsyth 07

Reconstruction from shading Conventions: Orthography (but. for example, Prados+Faugeras Height field partial derivatives are written p, q

Reconstruction from shading R(p, q; S) =I(x, y) Reflectance Map Image intensity Local model Points with the same normal get the same shading value The Image Irradiance Equation (IIE) Horn, 1970 and lots of later papers by lots of authors This is a PDE First order, non-linear, actually Hamilton Jacobi

Physical Critiques Real shading is not local interreflections points with the same normal get different shading values Devastating because a physically exact formulation is unmanageable (it has been tried, Nayar et al 91) cannot account for distant radiators we can t see

Forsyth Zisserman 89, 91 after Gilchrist, Koenderink, etc.

Existence Solutions do not exist for rich boundary conditions current literature says: Options classical fails Lipschitz (too many solutions) Viscosity (one, but no physical justification for choice) RouyTourin 92, Lions et al 93, Prados Faugeras 03 Real world should not impede existence not a problem - want reconstruction from minimal geometry data many rich sources of geometric constraint (identity; stereo; SFM;...) General Guideline: A formulation which doesn t have existence for natural problem instances needs to be fixed

Pragmatics Shape from shading doesn t work ample evidence Poor results on synthetic (!) data No comparison between right answer and reconstructions From Zhang ea, 99

Pragmatics From Zhang ea, 99

Minor critiques The world isn t ideal diffuse There are specularities see above True, but so what - if we can t solve the easiest case... and we can build specularity detectors Albedo varies but we have quite good theories of how to infer albedos

Reasons for hope Evidence for pragmatic information in shading SF(T+S) Textureshop Retexturing movies Complex, mixed picture from psychophysics Evidence that shading is distinctive Face detectors Some others, rather ragged Evidence that shading cues are compelling to humans

SF(T+S) Shading disambiguates texture White+Forsyth 06

Textureshop Hart+Fang, 04 Retexture illuminated surface by: Obtaining normal estimate from local shape from shading normal estimate is largely meaningless Use this to compute texture normal Shade this texture with original illumination estimate Interesting because In a cue conflict between texture and shading, texture loses

Fang + Hart 04

Retexturing movies White+Forsyth 06 Quality issues are Retexture moving surfaces by Building non-parametric estimate of illumination from corners assuming silkscreen, known colors, not known texture Rectify texture to very rough geometric (affine distortion) model Shade with illumination estimate Get shading right, it looks natural with weak geometry Shading cues beat motion cues? (at short scales?) flicker surfaces look rigid when fold shading is not reproduced.

Structure Argument: History why shading why shading analysis died reasons for hope Classical SFS+Critiques Primitives Reconstructions are possible Variable source shading analysis

Shading Primitives Shading patterns on certain structures are stylized We might be able to spot such patterns and use them Huge success Frontal face detectors But... few examples Pits, etc. (Koenderink 83) Folds, Grooves, Cylinders (HaddonForsyth, 98a, b) Objects in fixed configuration (Belhumeur+Kriegman 98) hard to deploy in natural ways

HaddonForsyth 98a

HaddonForsyth 98b

HaddonForsyth 98b

HaddonForsyth 98b

HaddonForsyth 98b

Structure Argument: History why shading why shading analysis died reasons for hope Classical SFS+Critiques Primitives Reconstructions are possible Variable source shading analysis

The Irradiance integral Obtain radiosity by summing incoming radiance over all directions B(x, y) = Ω ρ(x, y; ω i )L(x, y; ω i ) cos θ i dω i

The Irradiance Integral IIE Rendering radiance comes only directly from the luminaire radiance consists of direct term + indirect term indirect term changes slowly over space irradiance cache (Ward, 88, 92) radiance cache (ArikanForsyth, 04) complex angular patterns of radiance are not resolved (Ramamoorthi Hanrahan, 01) useful in photometric stereo (Basri, Jacobs, Kemelmacher 07)

Illumination changes slowly over space Radiance Cache Samples Irradiance Cache Samples Figure from Arikan Forsyth 05

The effective source R(p, q; S e (x, y)) = I(x, y) A spatially varying source Properties that produces the right answer from the reflectance map not very different from ideal source difference changes slowly over space

Variable Source Shading Analysis θ 1 Minimize Slow change in effective source Effective sources similar to source S (i) e (x, y) 2 da + θ 2 S e (i) (x, y) S 2 da + i Sources Ω θ 3 Ω (f xx + f yy ) 2 da + θ 4 ( No free creases i Sources Ω Ω da s A 0 ) 2 Extra area is expensive Subject to: R(p, q; S (i) e (x, y)) = I(x, y) Boundary conditions

Variable source shading analysis Solution always exists if boundary conditions are consistent Arbitrary (consistent) boundary conditions OK Can do 0, 1, 2... sources Area regularizer is very helpful Somewhat stabler problem if we substitute: S (i) e (x, y) =g i (x, y)s (i)

Figures 1a, b of Koenderink, Pictorial Relief, 98

No shading (this isn t unique, but gives some idea of what bc s do)

1-Source vs 2 Sources

Masked image Albedo (inferred from photometric stereo and provided) Shading image

Without shading

Single source face against reference photometric stereo reconstruction

320x200 representation: single source 256000 variables 640 depth constraints (32x20 grid) some masked Note bump on nose - specularity

Important points There are features which exist over spatial domains at object length scales Usable notion of primitive essential to handle unknown objects The visual world is very rich cue opportunism is essential for both reconstruction and recognition