Lecture 22: Basic Image Formation CAP 5415

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Transcription:

Lecture 22: Basic Image Formation CAP 5415

Today We've talked about the geometry of scenes and how that affects the image We haven't talked about light yet Today, we will talk about image formation and how light interacts with surfaces

Term: Foreshortening From the light source's point of view, this surface

Term: Foreshortening looks the same as this surface Both surfaces receive the same amount of radiation

Term: Solid Angle Just as the angle subtended by a line can be found by projecting it onto a unit circle Unit: Radians

Term: Solid Angle Area subtended by a region on a unit sphere Unit: Steradians

Term: Radiance We need a term to describe the distribution of light Power of light in a region depends on Foreshortened area of r solid angle subtended by the source Definition: Quantity of energy traveling at a point in a direction, per unit time, per unit area perpendicular to direction of travel, per unit solid angle

Term: Irradiance If we just care about how much light is arriving at a surface This is the incident power per unit area

How does light interact with surfaces? - The BRDF Now that we can talk about light, we want to know how it interacts with surfaces Local interaction model: No Fluorescence Light leaving at a wavelength is due to light arriving at a wavelength Surfaces do not generate light internally Radiance leaving point is only due to radiance arriving (light does not skip around)

The BRDF Can model a surface with these properties with a Bi-directional Reflectance Distribution Function Four dimensional function

Think of a hemisphere at a point

Think of a hemisphere at a point The BRDF is the ratio of light coming in to light coming out

The BRDF Symmetric with respect incoming and outgoing angle Known as The Helmholtz Reciprocity Principle

How do I get the BRDF? Can be measured using a gonioreflectometer

Research in Shortcuts

Important BRDF's Ideal Diffuse Surface or Lambertian Surface Radiance leaving at an angle is independent of the angle Also called a matte surface The reflectance (or how it reflects light) is determined by the albedo

Important BRDF's - Diffuse Diffuse or Lambertian Surface reflects light uniformly in all directions

Important BRDF's - Specular Think of a mirrored ball

Specular surfaces Another important class of surfaces is specular, or mirrorlike. radiation arriving along a direction leaves along the specular direction reflect about normal some fraction is absorbed, some reflected on real surfaces, energy usually goes into a lobe of directions can write a BRDF, but requires the use of funny functions (Slide from Forsyth)

All surfaces are not diffuse or specular But many can be modeled as the combination of a diffuse component and a specular component (Image from Fleming et al)

Specular reflection Popular models: Phong Model Ward Model More physically realistic Include a specular mirror-like component and a diffuse component (Image from Ron Dror)

The Ward Model (Image from Ron Dror)

What can we use this for? Once we can express how the illumination interacts with the surface, we can try and invert the equations to recover the surface properties One application: Photometric stereo

Basic Setup Multiple images of a scene We know where the illumination is

Assumptions Illumination is an infinitesimally small point Illumination is far from camera Surface is Lambertian Result: Brightness of a point only depends on the angle between its normal and the illumination The albedo

Solving Photometric Stereo Input: Intensity measurements Model: g(x,y) describes the surface How can we recover these g(x,y) vectors?

Photometric Stereo We have n views that we can stack into a matrix The image measurements can also be stacked Leaving us with

Extracting Albedo and Shape To get albedo, use fact that normal has unit length That leaves us with the normal at each point

How do we go from to

My favorite method Use this relationship to estimate derivatives of the surface Set up linear approximation Solve

What if we only have one image? How do we begin? Look at p-q map

Using intensity The intensity induces a cost function that constrains the derivative at a point

Check by estimating shape and rerendering

What if we don't know the p-q map?

Let's look at an artificial illumination

Surface curvature and images In a mirror, the intensity of a point is determined by its surface orientation Why do you see lines?

See something similar in images in real illuminations

Tied to Curvature

Results (fresh!)

Results

Working with Intensity Values Simple Non-Linearities can have a great effect on image appearance

Working with Intensity Values Simple Non-Linearities can have a great effect on image appearance

Working with Intensity Values Simple Non-Linearities can have a great effect on image appearance

Working with Intensity Values This is not just linear scaling

Working with Intensity Values Can go the other way

Gamma correction Model this non-linearity using this type of curve:

Cameras and Gamma Consumer cameras put a similar non-linearity into photos Makes images look better You (as a vision person) don't want nicelooking images You want ACCURATE images Need to calibrate camera to remove gamma

Method 1: Use a target

Method 2: Use multiple images of same scene

Which leads to a second problem Most camera only give you 8 bits of precision Hard to capture both bright and dim regions Solution: Use multiple images to create a High Dynamic Range Image Can be solved as a least-squares problem if you account for saturation and dimness