Announcements. Radiometry and Sources, Shadows, and Shading

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Announcements Radiometry and Sources, Shadows, and Shading CSE 252A Lecture 6 Instructor office hours This week only: Thursday, 3:45 PM-4:45 PM Tuesdays 6:30 PM-7:30 PM Library (for now) Homework 1 is due Oct 23, 11:59 PM Follow directions for turning in Email address Email subject zip file name pdf file name Directory named code Source code must be included Radiometry Appearance: lighting, surface reflectance Chapter 4 of Forsyth & Ponce Szeliski Sec. 2.2, 2.3 Solid Angle Irradiance Radiance Bidirectional Reflectance Distribution Function (BRDF) Foreshortening The surface is foreshortened by the cosine of the angle between the normal and direction to the light. A local coordinate system on a surface Consider a point P on the surface Light arrives at P from a hemisphere of directions defined by the surface normal N We can define a local coordinate system whose origin is P and with one axis aligned with N Convenient to represent in spherical angles. N P 1

Measuring Angle Solid Angle By analogy with angle (in radians), the solid angle subtended by a region at a point is the area projected on a unit sphere centered at that point The solid angle subtended by an object from a point P is the area of the projection of the object onto the unit sphere centered at P. Definition is analogous to projected angle in 2D Measured in steradians, sr If I m at P, and I look out, solid angle tells me how much of my view is filled with an object The solid angle subtended by a patch area da is given by dacos d 2 r Radiance Power is energy per unit time (watts) Radiance: Power traveling at some point in a specified direction, per unit area perpendicular to the direction of travel, per unit solid angle Symbol: L(x Units: watts per square meter per steradian : W/m 2 /sr = W m -2 sr -1 L x da d P (dacos)d Power emitted from patch, but radiance in direction different from surface normal How much light is arriving at a surface? Units of irradiance: W/m 2 = W m -2 This is a function of incoming angle. A surface experiencing radiance L(x) coming in from solid angle d experiences irradiance: E( x) L L(x, x,, cosd x N Irradiance Crucial property: Total Irradiance arriving at the surface is given by adding irradiance over all incoming angles Total irradiance is 2 /2 0 0 L x,, cosd hemisphere L x,, cos sind d x Many effects when light strikes a surface -- could be: transmitted Skin, glass reflected mirror scattered milk travel along the surface and leave at some other point absorbed sweaty skin Light at surfaces Assume that surfaces don t fluoresce e.g. scorpions, detergents surfaces don t emit light (i.e. are cool) all the light leaving a point is due to that arriving at that point With assumptions in previous slide Bi-directional Reflectance Distribution Function ( in, in ; out, out ) Ratio of emitted radiance to incident irradiance (units: sr -1 ) Function of Incoming light direction: in, in Outgoing light direction: out, out x; in, in; out, out L BRDF Lo x; out, out x;, cos d i in ( in, in ) Where ρ is sometimes denoted f r. in in ^n ( out, out ) 2

Properties of BRDFs 1. Non-negative: ( in, in ; out, out ) 0 Emitted radiance in direction f r for incident radiance L i. 2. Helmholtz Reciprocity Principle: ( in, in ; out, out ) = ( out, out ; in, in ) 3. Total energy leaving a surface must be less than total energy arriving at the surface Li ( x, i, i )cosidi i, i; 0, o Li ( x, i, i )cosid i cosodo i o i where ω i =(θ i, ϕ i ) Image Irradiance Equation E 2 d cos 4 L 4 z' Camera s sensor Measured pixel intensity is a function of irradiance integrated over pixel s area over a range of wavelengths for some period of time I E( x, y,, t) s( x, y) q( ) dydxd t x y Ideally, it s linear to the radiance, but the camera response C(.) may not be linear I C E( x, y,, t) s( x, y) q( ) dydxd dt t x y dt Color Cameras Prism color camera Separate light in 3 beams using dichroic prism Requires 3 sensors & precise alignment Good color separation We consider 3 concepts: 1. Prism (with 3 sensors) 2. Filter mosaic 3. Filter wheel and X3 3

Filter mosaic Coat filter directly on sensor Filter wheel Rotate multiple filters in front of lens Allows more than 3 color bands Demosaicing (obtain full color & full resolution image) Only suitable for static scenes Prism vs. mosaic vs. wheel approach # sensors Separation Cost Framerate Artifacts Bands Prism 3 High High High Low 3 Mosaic 1 Average Low High Aliasing 3 Wheel 1 Good Average Low Motion 3 or more newer color CMOS sensor Foveon s X3 Sigma, Fujifilm better image quality smarter pixels High-end cameras Low-end cameras Scientific applications Lambertian (Diffuse) Surface Non-Lambertian reflectance BRDF is a constant called the albedo. x; in, in ; out, out K Emitted radiance is NOT a function of outgoing direction i.e. constant in all directions. For lighting coming in single direction, emitted radiance is proportional to cosine of the angle between normal and light direction L r = KN. 4

General BRDF: e.g. Velvet Portrait of Sir Thomas Morre, Hans Holbein the Younger, 1527 Ways to measure BRDF s [ After Koenderink et Computer al, 1998 Vision ] I Gonioreflectometers Gonioreflectometers Three degrees of freedom spread among light source, detector, and/or sample Three degrees of freedom spread among light source, detector, and/or sample Isotropic BRDF Anisotropic BRDF From Hertzmann & Seitz, CVPR 03 Isotropic BRDF s are symmetric about the surface normal. If the surface is rotated about the normal for the same incident and emitting directions, the value of the BRDF is the same. From Hertzmann & Seitz, CVPR 03 5

Gonioreflectometers Marschner s Image-Based BRDF Measurement Can add fourth degree of freedom to measure anisotropic BRDFs For uniform BRDF, capture 2-D slice corresponding to variations in normals Ward s BRDF Measurement Setup Ward s BRDF Measurement Setup Collect reflected light with hemispherical (should be ellipsoidal) mirror [SIGGRAPH 92] Result: each image captures light at all exitant angles Light sources and shading Radiosity due to a point source Chapter 5 of Forsyth & Ponce How bright (or what color) are objects? One more definition: Exitance of a source is the internally generated power radiated per unit area on the radiating surface Also referred to as radiant emittance Similar to irradiance Same units, W/m 2 = W m -2 small, distant sphere radius and exitance E, which is far away subtends solid angle of about 2 d 6

Standard nearby point source model Standard distant point source model d x N x Sx 2 rx N S N is the surface normal is diffuse (Lambertian) albedo S is source vector - a vector from x to the source, whose length is the intensity term works because a dotproduct is basically a cosine Issue: nearby point source gets bigger if one gets closer the sun doesn t for any reasonable meaning of closer Assume that all points in the model are close to each other with respect to the distance to the source. Then the source vector doesn t vary much, and the distance doesn t vary much either, and we can roll the constants together to get: N S xn x Sx d Line sources Area sources Examples: diffuser boxes, white walls. The radiosity at a point due to an area source is obtained by adding up the contribution over the section of view hemisphere subtended by the source change variables and add up over the source radiosity due to line source varies with inverse distance, if the source is long enough See Forsyth & Ponce or a graphics text for details. Lighting at infinity Direction is a three vector s, with s = 1. Described as function on a sphere: radiance as a function of direction r(s) Single point source is a delta function at some direction Multiple point sources: sum of delta functions Conversely, the light emitted at a given point also is a function on a 2-D space (sphere) From Leonard McMillan s, SIGGRAPH 99 course notes 7

Shadows cast by a point source A point that can t see the source is in shadow For point sources, the geometry is simple Cast Shadow Conversely, the set of light rays emitted from all points Attached Shadow From Leonard McMillan s, SIGGRAPH 99 course notes Area Source Shadows Shading models 1. Fully illuminated 2. Penumbra 3. Umbra (shadow) Local shading model Surface has incident radiance due only to sources visible at each point Advantages: often easy to manipulate, expressions easy supports quite simple theories of how shape information can be extracted from shading Used in vision & real time graphics Global shading model surface radiosity is due to radiance reflected from other surfaces as well as from surfaces Advantages: usually very accurate Disadvantage: extremely difficult to infer anything from shading values Rarely used in vision, often in photorealistic graphics What s going on here? A view of a black room, under bright light. Below, we see a crosssection of the image intensity corresponding to the line drawn on the image. local shading model is a poor description of physical processes that give rise to images because surfaces reflect light onto one another This is a major nuisance; the distribution of light (in principle) depends on the configuration of every radiator; big distant ones are as important as small nearby ones (solid angle) The effects are easy to model It appears to be hard to extract information from these models Figure from Mutual Illumination, by D.A. Forsyth and A.P. Zisserman, Proc. CVPR, 1989, copyright 1989 IEEE 8

At the top, geometry of a gutter with triangular cross-section; below, predicted radiosity solutions, scaled to lie on top of each other, for different albedos of the geometry. When albedo is close to zero, shading follows a local model; when it is close to one, there are substantial reflexes. Irradiance observed in an image of this geometry for a real white gutter. Figure from Mutual Illumination, by D.A. Forsyth and A.P. Zisserman, Proc. CVPR, 1989, copyright 1989 IEEE Figure from Mutual Illumination, by D.A. Forsyth and A.P. Zisserman, Proc. CVPR, 1989, copyright 1989 IEEE 9