Title: Analysis of Lighting Effects
1Analysis of Lighting Effects
- Outline
- The problem
- Lighting models
- Shape from shading
- Photometric stereo
- Harmonic analysis of lighting
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5Applications
- Modeling the effect of lighting can be used for
- Recognition particularly face recognition
- Shape reconstruction
- Motion estimation
- Re-rendering
6Lighting is Complex
- Lighting can come from any direction and at any
strength - Infinite degree of freedom
7Issues in Lighting
- Single light source (point, extended) vs.
multiple light sources - Far light vs. near light
- Matt surfaces vs. specular surfaces
- Cast shadows
- Inter-reflections
8Lighting
- From a source travels in straight lines
- Energy decreases with r2 (r distance from
source) - When light rays reach an object
- Part of the energy is absorbed
- Part is reflected (possibly different amounts
in different directions) - Part may continue traveling into the object,
if object is transparent / translucent
9Specular Reflectance
- When a surface is smooth light reflects in the
opposite direction of the surface normal
10Specular Reflectance
- When a surface is slightly rough the reflected
light will fall off around the specular direction
11Lambertian Reflectance
- When the surface is very rough light may be
reflected equally in all directions
12Lambertian Reflectance
- When the surface is very rough light may be
reflected equally in all directions
13Lambertian Reflectance
14Lambert Law
q
or
15BRDF
- A general description of how
opaque objects reflect light is
given by the
Bidirectional
Reflectance Distribution Function (BRDF) - BRDF specifies for a unit of incoming light in a
direction (?i,Fi) how much light will be
reflected in a direction (?e,Fe) . BRDF is a
function of 4 variables f(?i,Fi?e,Fe). - (0,0) denotes the direction of the surface
normal. - Most surfaces are isotropic, i.e., reflectance in
any direction depends on the relative direction
with respect to the incoming direction (leaving 3
parameters)
16Why BRDF is Needed?
Light from front Light from back
17Most Existing Algorithms
- Assume a single, distant point source
- All normals visible to the source (?lt90)
- Plus, maybe, ambient light (constant lighting
from all directions)
18Shape from Shading
- Input a single image
- Output 3D shape
- Problem is ill-posed, many different shapes can
give rise to same image - Common assumptions
- Lighting is known
- Reflectance properties are completely known For
Lambertian surfaces albedo is known (usually
uniform)
19convex
concave
20convex
concave
21HVS Assumes Light from Above
22HVS Assumes Light from Above
23Lambertian Shape from Shading (SFS)
- Image irradiance equation
- Image intensity depends on surface orientation
- It also depends on lighting and albedo, but those
assumed to be known
24Surface Normal
- A surface z(x,y)
- A point on the surface (x,y,z(x,y))T
- Tangent directions tx(1,0,p)T, ty(0,1,q)T
with pzx, qzy
25Lambertian SFS
- We obtain
- Proportionality because albedo is known up to
scale - For each point one differential equation in two
unknowns, p and q - But both come from an integrable surface z(x,y)
- Thus, py qx (zxyzyx).
- Therefore, one differential equation in one
unknowns
26Lambertian SFS
27SFS with Fast Marching
- Suppose lighting coincides with viewing direction
l(0,0,1)T, then - Therefore
- For general l we can rotate the camera
28Distance Transform
- is called Eikonal equation
- Consider d(x) s.t. dx1
- Assume x00
d
x
x0
29Distance Transform
- is called Eikonal equation
- Consider d(x) s.t. dx1
- Assume x00 and x01
d
x
x1
x0
30SFS with Fast Marching
- - Some places are more
difficult to walk than others - Solution to Eikonal equations using a variation
of Dijkstras algorithm - Initial condition we need to know z at extrema
- Starting from lowest points, we propagate a wave
front, where we gradually compute new values of z
from old ones
31Results
32Photometric Stereo
- Fewer assumptions are needed if we have several
images of the same object under different
lightings - In this case we can solve for both lighting,
albedo, and shape - This can be done by Factorization
- Recall that
- Ignore the case ?gt90
33Photometric Stereo - Factorization
Goal given M, find L and S
What should rank(M) be?
34Photometric Stereo - Factorization
- Use SVD to find a rank 3 approximation
- Define
- So
- Factorization is not unique, since
- , A
invertible - To reduce ambiguity we impose integrability
35Reducing Ambiguity
- Assume
- We want to enforce integrability
- Notice that
- Denote by the three rows of A,
then - From which we obtain
36Reducing Ambiguity
- Linear transformations of a surface
- It can be shown that this is the only
transformation that maintains integrability - Such transformations are called generalized bas
relief transformations (GBR) - Thus, by imposing integrability the surface is
reconstructed up to GBR
37Relief Sculptures
38Illumination Cone
- Due to additivity, the set of images of an object
under different lighting forms a convex cone in
RN - This characterization is generic, holds also with
specularities, shadows and inter-reflections - Unfortunately, representing the cone is
complicated (infinite degree of freedom)
0.5
0.2
0.3
39Eigenfaces
Photobook/Eigenfaces (MIT Media Lab)
40Recognition with PCA
- Amano, Hiura, Yamaguti, and Inokuchi Atick and
Redlich Bakry, Abo-Elsoud, and Kamel
Belhumeur, Hespanha, and Kriegman Bhatnagar,
Shaw, and Williams Black and Jepson Brennan
and Principe Campbell and Flynn Casasent, Sipe
and Talukder Chan, Nasrabadi and Torrieri
Chung, Kee and Kim Cootes, Taylor, Cooper and
Graham Covell Cui and Weng Daily and
Cottrell Demir, Akarun, and Alpaydin Duta,
Jain and Dubuisson-Jolly Hallinan Han and
Tewfik Jebara and Pentland Kagesawa, Ueno,
Kasushi, and Kashiwagi King and Xu Kalocsai,
Zhao, and Elagin Lee, Jung, Kwon and Hong Liu
and Wechsler Menser and Muller Moghaddam
Moon and Philips Murase and Nayar Nishino,
Sato, and Ikeuchi Novak, and Owirka Nishino,
Sato, and Ikeuchi Ohta, Kohtaro and Ikeuchi
Ong and Gong Penev and Atick Penev and
Sirivitch Lorente and Torres Pentland,
Moghaddam, and Starner Ramanathan, Sum, and
Soon Reiter and Matas Romdhani, Gong and
Psarrou Shan, Gao, Chen, and Ma Shen, Fu, Xu,
Hsu, Chang, and Meng Sirivitch and Kirby
Song, Chang, and Shaowei Torres, Reutter, and
Lorente Turk and Pentland Watta, Gandhi, and
Lakshmanan Weng and Chen Yuela, Dai, and
Feng Yuille, Snow, Epstein, and Belhumeur
Zhao, Chellappa, and Krishnaswamy Zhao and
Yang
41Empirical Study
Ball Face Phone Parrot
1 48.2 53.7 67.9 42.8
2 84.4 75.2 83.2 69.7
3 94.4 90.2 88.2 76.3
4 96.5 92.1 92.0 81.5
5 97.9 93.5 94.1 84.7
6 98.9 94.5 95.2 87.2
7 99.1 95.3 96.3 88.5
8 99.3 95.8 96.8 89.7
9 99.5 96.3 97.2 90.7
10 99.6 96.6 97.5 91.7
(Yuille et al.)
42Intuition
lighting
reflectance
43(Light ? Reflectance) Convolution
44(Light ? Reflectance) Convolution
45Spherical Harmonics
1
Z
Y
X
XZ
YZ
XY
46Harmonic Transform of Kernel
n
47Cumulative Energy
(percents)
N
48Second Order Approximation
49Reflectance Near 9D
Yields 9D linear subspace. 4D approximation
(first order) can also be used point source
ambient
50Harmonic Representations
? Albedo n Surface normal
Positive values Negative values
r
51Photometric Stereo
S
L
M
r
rnz
rnz
rny
r(3nz2-1)
r(nx2-ny2)
rnxny
rnxnz
rnynz
SVD recovers L and S up to an ambiguity
52Photometric Stereo
53Photometric Stereo
54Summary
- Lighting effects are complex
- Algorithms for SFS and photometric stereo for
Lambertian object illuminated by a single light
source - Harmonic analysis extends this to multiple light
sources - Handling specularities, shadows, and
inter-reflections is difficult
55Mutual Information
Camera Rotation