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776 Computer Vision

776 Computer Vision. Jan-Michael Frahm Spring 2012. Scheduling . January 20 th is the first Friday class 3:30pm to 4:45 pm in SN 115. Capturing light. Source: A. Efros. Light transport. slide: R. Szeliski. What is light?. Electromagnetic radiation (EMR) moving along rays in space

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776 Computer Vision

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  1. 776 Computer Vision Jan-Michael Frahm Spring 2012

  2. Scheduling January 20th is the first Friday class 3:30pm to 4:45 pm in SN 115

  3. Capturing light Source: A. Efros

  4. Light transport slide: R. Szeliski

  5. What is light? • Electromagnetic radiation (EMR) moving along rays in space • R(l) is EMR, measured in units of power (watts) • l is wavelength • Light field • We can describe all of the light in the scene by specifying the radiation (or “radiance” along all light rays) arriving at every point in space and from every direction slide: R. Szeliski

  6. slide: R. Szeliski

  7. What is light? • Electromagnetic radiation (EMR) moving along rays in space • R(l) is EMR, measured in units of power (watts) • l is wavelength • Perceiving light • How do we convert radiation into “color”? • What part of the spectrum do we see? slide: R. Szeliski

  8. The visible light spectrum • We “see” electromagnetic radiation in a range of wavelengths slide: R. Szeliski

  9. Light spectrum • The appearance of light depends on its power spectrum • How much power (or energy) at each wavelength daylight tungsten bulb • Our visual system converts a light spectrum into “color” • This is a rather complex transformation slide: R. Szeliski

  10. Brightness contrast and constancy • The apparent brightness depends on the surrounding region • brightness contrast: a constant colored region seem lighter or darker depending on the surround: • http://www.sandlotscience.com/Contrast/Checker_Board_2.htm • brightness constancy: a surface looks the same under widely varying lighting conditions. slide: R. Szeliski

  11. Light response is nonlinear • Our visual system has a large dynamic range • We can resolve both light and dark things at the same time • One mechanism for achieving this is that we sense light intensity on a logarithmic scale • an exponential intensity ramp will be seen as a linear ramp • Another mechanism is adaptation • rods and cones adapt to be more sensitive in low light, less sensitive in bright light.

  12. After images • Tired photoreceptors • Send out negative response after a strong stimulus http://www.sandlotscience.com/Aftereffects/Andrus_Spiral.htm

  13. Light transport slide: R. Szeliski

  14. Light sources • Basic types • point source • directional source • a point source that is infinitely far away • area source • a union of point sources slide: R. Szeliski

  15. from Steve Marschner

  16. from Steve Marschner

  17. The interaction of light and matter • What happens when a light ray hits a point on an object? • Some of the light gets absorbed • converted to other forms of energy (e.g., heat) • Some gets transmitted through the object • possibly bent, through “refraction” • Some gets reflected • as we saw before, it could be reflected in multiple directions at once • Let’s consider the case of reflection in detail • In the most general case, a single incoming ray could be reflected in all directions. How can we describe the amount of light reflected in each direction? slide: R. Szeliski

  18. The BRDF • The Bidirectional Reflection Distribution Function • Given an incoming ray and outgoing raywhat proportion of the incoming light is reflected along outgoing ray? surface normal Answer given by the BRDF: slide: R. Szeliski

  19. BRDFs can be incredibly complicated… slide: S. Lazebnik

  20. Constraints on the BRDF = • Energy conservation • Quantity of outgoing light ≤ quantity of incident light • integral of BRDF ≤ 1 • Helmholtz reciprocity • reversing the path of light produces the same reflectance slide: R. Szeliski

  21. Diffuse reflection • Diffuse reflection • Dull, matte surfaces like chalk or latex paint • Microfacets scatter incoming light randomly • Effect is that light is reflected equally in all directions slide: R. Szeliski

  22. Diffuse reflection Lambert’s Law: BRDF for Lambertian surface L, N, V unit vectors Ie = outgoing radiance Ii = incoming radiance • Diffuse reflection governed by Lambert’s law • Viewed brightness does not depend on viewing direction • Brightness does depend on direction of illumination • This is the model most often used in computer vision slide: R. Szeliski

  23. Specular reflection • Near-perfect mirrors have a highlight around R • common model: For a perfect mirror, light is reflected about N slide: R. Szeliski

  24. Specular reflection Moving the light source Changing ns slide: R. Szeliski

  25. Phong illumination model • Phong approximation of surface reflectance • Assume reflectance is modeled by three components • Diffuse term • Specular term • Ambient term (to compensate for inter-reflected light) L, N, V unit vectors Ie = outgoing radiance Ii = incoming radiance Ia = ambient light ka = ambient light reflectance factor (x)+ = max(x, 0) slide: R. Szeliski

  26. BRDF models • Phenomenological • Phong [75] • Ward [92] • Lafortune et al. [97] • Ashikhmin et al. [00] • Physical • Cook-Torrance [81] • Dichromatic [Shafer 85] • He et al. [91] • Here we’re listing only some well-known examples slide: R. Szeliski

  27. Measuring the BRDF design by Greg Ward • Gonioreflectometer • Device for capturing the BRDF by moving a camera + light source • Need careful control of illumination, environment traditional slide: R. Szeliski

  28. BRDF databases • MERL (Matusik et al.): 100 isotropic, 4 nonisotropic, dense • CURET (Columbia-Utrect): 60 samples, more sparsely sampled, but also bidirectional texure functions (BTF) slide: R. Szeliski

  29. Image formation • How bright is the image of a scene point? slide: S. Lazebnik

  30. Radiometry: Measuring light • The basic setup: a light source is sending radiation to a surface patch • What matters: • How big the source and the patch “look” to each other source patch slide: S. Lazebnik

  31. Solid Angle A • The solid angle subtended by a region at a point is the area projected on a unit sphere centered at that point • Units: steradians • The solid angle dw subtended by a patch of area dA is given by: slide: S. Lazebnik

  32. Radiance dA • Radiance (L): energy carried by a ray • Power per unit area perpendicular to the direction of travel, per unit solid angle • Units: Watts per square meter per steradian (W m-2 sr-1) n dω θ slide: S. Lazebnik

  33. Radiance dA2 θ2 r θ1 dA1 • The roles of the patch and the source are essentially symmetric slide: S. Lazebnik

  34. Irradiance dA • Irradiance (E): energy arriving at a surface • Incident power per unit area not foreshortened • Units: W m-2 • For a surface receiving radiance L coming in from dw the corresponding irradiance is n dω θ slide: S. Lazebnik

  35. Radiometry of thin lenses • L: Radiance emitted from P toward P’ • E: Irradiance falling on P’ from the lens What is the relationship between E and L? slide: S. Lazebnik

  36. dA o dA’ Radiometry of thin lenses Area of the lens: The power δPreceived by the lens from P is The radiance emitted from the lens towards P’ is The irradiance received at P’ is Solid angle subtended by the lens at P’ slide: S. Lazebnik

  37. Radiometry of thin lenses • Image irradiance is linearly related to scene radiance • Irradiance is proportional to the area of the lens and inversely proportional to the squared distance between the lens and the image plane • The irradiance falls off as the angle between the viewing ray and the optical axis increases slide: S. Lazebnik

  38. From light rays to pixel values • Camera response function: the mapping f from irradiance to pixel values • Useful if we want to estimate material properties • Enables us to create high dynamic range images Source: S. Seitz, P. Debevec

  39. From light rays to pixel values • Camera response function: the mapping f from irradiance to pixel values • For more info • P. E. Debevec and J. Malik. Recovering High Dynamic Range Radiance Maps from Photographs. In SIGGRAPH 97, August 1997 Source: S. Seitz, P. Debevec

  40. Photometric stereo (shape from shading) Luca dellaRobbia,Cantoria, 1438 • Can we reconstruct the shape of an object based on shading cues?

  41. Photometric stereo S2 S1 ??? • Assume: • A Lambertian object • A local shading model (each point on a surface receives light only from sources visible at that point) • A set of known light source directions • A set of pictures of an object, obtained in exactly the same camera/object configuration but using different sources • Orthographic projection • Goal: reconstruct object shape and albedo Sn Forsyth & Ponce, Sec. 5.4 slide: S. Lazebnik

  42. Surface model: Monge patch Forsyth & Ponce, Sec. 5.4

  43. Image model • Known: source vectors Sjand pixel values Ij(x,y) • We also assume that the response function of the camera is a linear scaling by a factor of k • Combine the unknown normal N(x,y) and albedoρ(x,y)into one vector g, and the scaling constant k and source vectors Sjinto another vector Vj: slide: S. Lazebnik

  44. Least squares problem (n × 1) (n × 3) (3× 1) known known unknown • For each pixel, we obtain a linear system: • Obtain least-squares solution for g(x,y) • Since N(x,y) is the unit normal, (x,y) is given by the magnitude of g(x,y)(and it should be less than 1) • Finally, N(x,y) = g(x,y) / (x,y) slide: S. Lazebnik

  45. Example Recovered albedo Recovered normal field Forsyth & Ponce, Sec. 5.4

  46. Recall the surface is written as This means the normal has the form: Recovering a surface from normals If we write the estimated vector gas Then we obtain values for the partial derivatives of the surface: slide: S. Lazebnik

  47. Recovering a surface from normals Integrability: for the surface f to exist, the mixed second partial derivatives must be equal: We can now recover the surface height at any point by integration along some path, e.g. (for robustness, can take integrals over many different paths and average the results) (in practice, they should at least be similar) slide: S. Lazebnik

  48. Surface recovered by integration Forsyth & Ponce, Sec. 5.4

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