Title: Computer Vision
1Computer Vision
- Spring 2006 15-385,-685
- Instructor S. Narasimhan
- Wean 5403
- T-R 300pm 420pm
- Lecture 12
2Midterm March 9
Syllabus until and including Lightness and
Retinex Closed book, closed notes exam in
class. Time 300pm 420pm Midterm review
class next Tuesday (March 7) (Email me by March 6
specific questions) If you have read the notes
and readings, attended all classes, done
assignments well, it should be a walk in the
park?
3Mechanisms of Reflection
source
incident direction
surface reflection
body reflection
surface
- Surface Reflection
- Specular Reflection
- Glossy Appearance
- Highlights
- Dominant for Metals
- Body Reflection
- Diffuse Reflection
- Matte Appearance
- Non-Homogeneous Medium
- Clay, paper, etc
Image Intensity Body Reflection Surface
Reflection
4Example Surfaces
Surface Reflection Specular Reflection Glossy
Appearance Highlights Dominant for Metals
Body Reflection Diffuse Reflection Matte
Appearance Non-Homogeneous Medium Clay, paper,
etc
Many materials exhibit both Reflections
5Diffuse Reflection and Lambertian BRDF
source intensity I
incident direction
normal
viewing direction
surface element
- Surface appears equally bright from ALL
directions! (independent of )
albedo
- Lambertian BRDF is simply a constant
source intensity
- Commonly used in Vision and Graphics!
6Diffuse Reflection and Lambertian BRDF
7White-out Snow and Overcast Skies
CANT perceive the shape of the snow covered
terrain!
CAN perceive shape in regions lit by the
street lamp!! WHY?
8Diffuse Reflection from Uniform Sky
- Assume Lambertian Surface with Albedo 1 (no
absorption) - Assume Sky radiance is constant
- Substituting in above Equation
Radiance of any patch is the same as Sky radiance
!! (white-out condition)
9Specular Reflection and Mirror BRDF
source intensity I
specular/mirror direction
incident direction
normal
viewing direction
surface element
- Valid for very smooth surfaces.
- All incident light energy reflected in a SINGLE
direction (only when ).
- Mirror BRDF is simply a double-delta function
specular albedo
10Combing Specular and Diffuse Dichromatic
Reflection
Observed Image Color a x Body Color b x
Specular Reflection Color
Klinker-Shafer-Kanade 1988
R
Color of Source (Specular reflection)
Does not specify any specific model
for Diffuse/specular reflection
G
Color of Surface (Diffuse/Body Reflection)
B
11Diffuse and Specular Reflection
diffuse
specular
diffusespecular
12- Photometric Stereo
- Lecture 12
13Image Intensity and 3D Geometry
- Shading as a cue for shape reconstruction
- What is the relation between intensity and shape?
- Reflectance Map
14Surface Normal
surface normal
15Surface Normal
16Gradient Space
17Reflectance Map
- Relates image irradiance I(x,y) to surface
orientation (p,q) for given source direction and
surface reflectance - Lambertian case
18Reflectance Map
19Reflectance Map
iso-brightness contour
Note is maximum when
20Reflectance Map
- Glossy surfaces (Torrance-Sparrow reflectance
model)
diffuse term
specular term
21Shape from a Single Image?
- Given a single image of an object with known
surface reflectance taken under a known light
source, can we recover the shape of the object? - Given R(p,q) ( (pS,qS) and surface reflectance)
can we determine (p,q) uniquely for each image
point?
NO
22Solution
- Take more images
- Photometric stereo
- Add more constraints
- Shape-from-shading (next class)
23Photometric Stereo
24Photometric Stereo
Lambertian case
Image irradiance
- We can write this in matrix form
25Solving the Equations
26More than Three Light Sources
- Get better results by using more lights
27Color Images
- The case of RGB images
- get three sets of equations, one per color
channel - Simple solution first solve for using one
channel - Then substitute known into above equations to
get - Or combine three channels and solve for
28Computing light source directions
- Trick place a chrome sphere in the scene
- the location of the highlight tells you the
source direction
29Specular Reflection - Recap
- For a perfect mirror, light is reflected about N
- We see a highlight when
- Then is given as follows
30Computing the Light Source Direction
Chrome sphere that has a highlight at position h
in the image
N
h
H
rN
c
C
sphere in 3D
image plane
- Can compute N by studying this figure
- Hints
- use this equation
- can measure c, h, and r in the image
31Depth from Normals
- Get a similar equation for V2
- Each normal gives us two linear constraints on z
- compute z values by solving a matrix equation
32Limitations
- Big problems
- Doesnt work for shiny things, semi-translucent
things - Shadows, inter-reflections
- Smaller problems
- Camera and lights have to be distant
- Calibration requirements
- measure light source directions, intensities
- camera response function
33Trick for Handling Shadows
- Weight each equation by the pixel brightness
- Gives weighted least-squares matrix equation
34Original Images
35Results - Shape
Shallow reconstruction (effect of
interreflections)
Accurate reconstruction (after removing
interreflections)
36Results - Albedo
No Shading Information
37Original Images
38Results - Shape
39Results - Albedo
40Results
- Estimate light source directions
- Compute surface normals
- Compute albedo values
- Estimate depth from surface normals
- Relight the object (with original texture and
uniform albedo)
41Next Class
- Shape from Shading
- Reading Horn, Chapter 11.