Title: Homogeneous representation
1Homogeneous representation
- Points
- Vectors
- Transformation
- representation
2Lecture 4 Image formation
3Image Formation
- Vision infers world properties form images.
- How do images depend on these properties?
- Two key elements
- Geometry
- Radiometry
- We consider only simple models of these
4Image formation (Chapter 3)
5Representation of images
6Similar triangles ltPFSgt,ltROFgt and ltPSFgtltQOFgt ?
7Pinhole model
8Forward pinhole
9Distant objects are smaller
(Forsyth Ponce)
10Parallel lines meet
Common to draw image plane in front of the focal
point. Moving the image plane merely scales the
image.
(Forsyth Ponce)
11Vanishing points
- Each set of parallel lines meets at a different
point - The vanishing point for this direction
- Sets of parallel lines on the same plane lead to
collinear vanishing points. - The line is called the horizon for that plane
12Properties of Projection
- Points project to points
- Lines project to lines
- Planes project to the whole image or a half image
- Angles are not preserved
- Degenerate cases
- Line through focal point projects to a point.
- Plane through focal point projects to line
- Plane perpendicular to image plane projects to
part of the image (with horizon).
13Orthographic projection
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15Cameras with Lenses
(Forsyth Ponce)
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17Assumptions for thin lens equation
- Lens surfaces are spherical
- Incoming light rays make a small angle with the
optical axis - The lens thickness is small compared to the radii
of curvature - The refractive index is the same for the media on
both sides of the lens
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19Blur circle
Points a t distance are brought into focus
at distance
is imaged at point
A point at distance
from the lens
and so
Thus points at distance will give rise to a
blur circle of diameter
with d the diameter of the lens
20Interaction of light with matter
- Absorption
- Scattering
- Refraction
- Reflection
- Other effects
- Diffraction deviation of straight propagation in
the presence of obstacles - Fluorescenceabsorbtion of light of a given
wavelength by a fluorescent molecule causes
reemission at another wavelength
21Refraction
n1, n2 indexes of refraction
22Solid Angle
hemisphere
radian
dq
q
Sphere 4p
23Radiometric Terms
24Irradiance and Radiance
Irradiance Definition power per unit area
incident on a surface
W/m2 lux
Radiance Definition power per unit area and
projected solid angle
W/m2sr
25Radiant Intensity
Definition flux per unit solid angle
? Radiant flux W
W/sr cd (candela)
?
26Isotropic Point Source
27Isotropic Point Source
? Radiant flux W
All directions solid angle 4p
- Radiant flux per
- unit solid angle W/sr
r
Radiant intensity
- Note inverse square law fall off.
28Isotropic Point Source
? Radiant flux W
All directions solid angle 4p
- Radiant flux per
- unit solid angle W/sr
r
Radiant intensity
h
29Isotropic Point Source
Point source at a finite distance
r
h
- Note inverse square law fall off.
30Irradiance from Area Sources
31Hemispherical Source
L
32Reflectance
The surface becomes a light source
Li(x,wi)
qi
Ei
dLrfr dEi
Reflectance ratio of radiance to irradiance
33BRDF
34BRDF
35Reflection Equation
36qi
Perfectly Diffuse Reflection
- Perfectly Diffuse Surface
- Appears equally bright from all viewing
directions (qr, fr) - Reflects all incident light, i.e.,
37qi
Common Diffuse Reflection
- Normal Diffuse Surface
- Appears almost equally bright from most viewing
- directions (qr, fr), qr ltlt
90 - Reflects only a fraction of incident light, i.e.,
Reflectance Albedo
38Perfectly Diffuse Reflection
Distant point light source
Lambertian cosine Law
39Law of Reflection
40Perfectly Specular Reflection
From the definition of BRDF, the surface radiance
is
To satisfy
41Lambertian Examples
Lambertian sphere as the light moves. (Steve
Seitz)
Scene (Oren and Nayar)
42Lambertian Specular Model
43Lambertian specular
- Two parameters how shiny, what kind of shiny.
- Advantages
- easy to manipulate
- very often quite close true
- Disadvantages
- some surfaces are not
- e.g. underside of CDs, feathers of many birds,
blue spots on many marine crustaceans and fish,
most rough surfaces, oil films (skin!), wet
surfaces - Generally, very little advantage in modelling
behaviour of light at a surface in more detail --
it is quite difficult to understand behaviour of
LS surfaces (but in graphics???)
44LambertianSpecularAmbient
(http//graphics.cs.ucdavis.edu/GraphicsNotes/Shad
ing/Shading.html)