Announcements. Camera Calibration. Thin Lens: Image of Point. Limits for pinhole cameras. f O Z

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Announcements Introduction to Computer Vision CSE 152 Lecture 5 Assignment 1 has been posted. See links on web page for reading Irfanview: http://www.irfanview.com/ is a good windows utility for manipulating images. Try xv for linux. Camera parameters Issue camera may not be at the origin, looking down the z-axis extrinsic parameters (Rigid Transformation) one unit in camera coordinates may not be the same as one unit in world coordinates intrinsic parameters - focal length, principal point, aspect ratio, angle between axes, etc. X U Transformation 1 0 0 0 Transformation V = Y representing 0 1 0 0 representing Z W intrinsic parameters 0 0 1 0 extrinsic parameters T 3 x 3 4 x 4 Camera Calibration, estimate intrinsic and extrinsic camera parameters See Text book for how to do it. Limits for pinhole cameras Thin Lens: Image of Point P F Z f O Z 1 1 = z' z 1 f P

Thin Lens: Image Plane Deviations from the lens model Q F O P Q Image Plane A price: Whereas the image of P is in focus, the image of Q isn t. P Deviations from this ideal are aberrations Two types 1. geometrical 2. chromatic spherical aberration astigmatism distortion- pin-cushion vs. barrel coma Aberrations are reduced by combining lenses Compound lenses Camera s sensor Image Brightness Measured pixel intensity is a function of irradiance integrated over pixel s area over a range of wavelengths For some time I = t λ x y E( x, y, λ, t) s( x, y) q( λ) dydxd λ dt Image brightness (irradiance) is a function of: 1. Lighting 2. Surface BRDF (local reflectance) 3. Shadowing 4. Inter-reflections (global reflectance) Lighting Applied lighting can be represented as a function on the 4-D ray space (radiances) Special light sources Point sources Distant point sources Strip sources Area sources Common to think of lighting at infinity (a function on the sphere, a 2-D space) 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 is due to to that arriving at at that point

Bi-directional Reflectance Distribution Function ρ(θ in, φ in ; θ out, φ out ) Function of Incoming light direction: θ in, φ in Outgoing light direction: θ out, φ out Ratio of incident irradiance to emitted radiance BRDF (θ in,φ in ) ^n (θ out,φ out ) Lambertian Surface x(u,v) [ Important: We ll use this a lot ] At image location (u,v), the intensity of a pixel x(u,v) is: x(u,v) = [a(u,v) ^n(u,v)] [s 0 ^s ] where a(u,v) is the albedo of the surface projecting to (u,v). n(u,v) is the direction of the surface normal. s 0 is the light source intensity. ^s is the direction to the light source. ^s. ^n a Specular Reflection: Smooth Surface Rough Specular Surface N Phong Lobe Phong rough, specular 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 Attached Shadow

Figure from Mutual Illumination, by D.A. Forsyth and A.P. Zisserman, Proc. CVPR, 1989, copyright 1989 IEEE Inter-reflections 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. Color Cameras Eye: Three types of Cones Cameras: 1. Prism (with 3 sensors) 2. Filter mosaic 3. Filter wheel and X3 Prism color camera Separate light in 3 beams using dichroic prism Requires 3 sensors & precise alignment Good color separation Filter mosaic Coat filter directly on sensor Demosaicing (obtain full colour & full resolution image) Filter wheel Rotate multiple filters in front of lens Allows more than 3 color bands new color CMOS sensor Foveon s X3 better image quality smarter pixels Only suitable for static scenes

The appearance of colors Color appearance is strongly affected by (at least): Spectrum of lighting striking the retina other nearby colors (space) adaptation to previous views (time) state of mind From Foundations of Vision, Brian Wandell, 1995, via B. Freeman slides

Color Afterimage: South African Flag opponent colors Blue -> yellow Red -> green Light Spectrum 1. Spectrum Talking about colors A positive function over interval 400nm- 700nm Infinite number of values needed. 2. Names red, harvest gold, cyan, aquamarine, auburn, chestnut A large, discrete set of color names 3. R,G,B values Just 3 numbers Color Reflectance Measured color spectrum is a function of the spectrum of the illumination and reflectance From Foundations of Vision, Brian Wandell, 1995, via B. Freeman slides

Illumination Spectra Blue skylight Tungsten bulb From Foundations of Vision, Brian Wandell, 1995, via B. Freeman slides Violet Indigo Blue Green Yellow Orange Red Measurements of relative spectral power of sunlight, made by J. Parkkinen and P. Silfsten. Relative spectral power is plotted against wavelength in nm. The visible range is about 400nm to 700nm. The color names on the horizontal axis give the color names used for monochromatic light of the corresponding wavelength --- the colors of the rainbow. Mnemonic is Richard of York got blisters in Venice. Spectral albedoes for several different leaves, with color names attached. Notice that different colours typically have different spectral albedo, but that different spectral albedoes may result in the same perceived color (compare the two whites). Spectral albedoes are typically quite smooth functions. Measurements by E.Koivisto. Fresnel Equation for Polished Copper Color Matching Not on a computer Screen slide Intro from Computer T. Darrel Vision

slide Intro from Computer T. Darrel Vision slide Intro from Computer T. Darrel Vision slide Intro from Computer T. Darrel Vision slide Intro from Computer T. Darrel Vision slide Intro from Computer T. Darrel Vision slide Intro from Computer T. Darrel Vision

slide Intro from Computer T. Darrel Vision slide Intro from Computer T. Darrel Vision The principle of trichromacy Experimental facts: Three primaries will work for most people if we allow subtractive matching Exceptional people can match with two or only one primary. This could be caused by a variety of deficiencies. Most people make the same matches. There are some anomalous trichromats, who use three primaries but make different combinations to match. Color receptors Red cone Green cone Blue cone Response of k th cone = ρ ( λ) E( λ) dλ k Color Matching Functions Color spaces Linear color spaces describe colors as linear combinations of primaries Choice of primaries=choice of color matching functions=choice of color space Color matching functions, hence color descriptions, are all within linear transformations RGB: primaries are monochromatic, energies are 645.2nm, 526.3nm, 444.4nm. Color matching functions have negative parts -> some colors can be matched only subtractively. CIE XYZ: Color matching functions are positive everywhere, but primaries are imaginary. Usually draw x, y, where x=x/(x+y+z) y=y/(x+y+z)

RGB Color Cube YIQ Model Block of colours for (r, g, b) in the range (0-1). Convenient to have an upper bound on coefficient of each primary. In practice: primaries given by monitor phosphors (phosphors are the materials on the face of the monitor screen that glow when struck by electrons) Y 0.299 = I 0.596 Q 0.212 0.587 0.275 0.532 0.114 R 0.321 G 0.311 B Used by NTSC TV standard Separates Hue & Saturation (I,Q) from Luminance (Y)