Title: EECS%20274%20Computer%20Vision
1EECS 274 Computer Vision
- Sources, Shadows, and Shading
2Surface brightness
- Depends on local surface properties (albedo),
surface shape (normal), and illumination - Shading model a model of how brightness of a
surface is obtained - Can interpret pixel values to reconstruct its
shape and albedo - Reading FP Chapter5, H Chapter 11
3Radiometric properties of sources
- How bright (or what color) are objects?
- One more definition Exitance of a light source
is - the internally generated power (not reflected)
radiated per unit area on the radiating surface - Similar to radiosity a source can have both
- radiosity, because it reflects
- exitance, because it emits
- Independent of its exit angle
- Internally generated energy radiated per unit
time, per unit area - But what aspects of the incoming radiance will we
model? - Point, line, area source
- Simple geometry
4Radiosity due to a point sources
- small, distant sphere radius e and exitance E,
which is far away subtends solid angle
Typo in figure, d ? r
5Radiosity due to a point source
- As r is increased, the rays leaving the surface
patch and striking the sphere move closer evenly,
and the collection changes only slightly, i.e.,
diffusive reflectance, or albedo - Radiosity due to source
6Nearby point source model
- The angle term can be written in terms of N and S
- N is the surface normal
- ?d is diffuse albedo
- S is source vector - a vector from P to the
source, whose length is the intensity term, e2E - works because a dot-product is basically a cosine
7Point source at infinity
- Issue nearby point source gets bigger if one
gets closer - the sun doesnt for any reasonable binding of
closer - Assume that all points in the model are close to
each other with respect to the distance to the
source - Then the source vector doesnt vary much, and the
distance doesnt vary much either, and we can
roll the constants together to get
8Line sources
radiosity due to line source varies with inverse
distance, if the source is long enough
9Area sources
- Examples diffuser boxes, white walls.
- The radiosity at a point due to an area source is
obtained by adding up the contribution over the
section of view hemisphere subtended by the
source - change variables and add up over the source
10Radiosity due to an area source
- ?d is albedo
- E is exitance
- r is distance between points Q and P
- Q is a coordinate on the source
11Shading models
- Local shading model
- Surface has radiosity due only to sources visible
at each point - Advantages
- often easy to manipulate, expressions easy
- supports quite simple theories of how shape
information can be extracted from shading
- Global shading model
- Surface radiosity is due to radiance reflected
from other surfaces as well as from surfaces - Advantages
- usually very accurate
- Disadvantage
- extremely difficult to infer anything from
shading values
12Local shading models
- For point sources at infinity
- For point sources not at infinity
13Shadows cast by a point source
- A point that cant see the source is in shadow
(self cast shadow) - For point sources, the geometry is simple
14Area source shadows
- Are sources do not produce dark
- shadows with crisp boundaries
- Out of shadow
- Penumbra (almost shadow)
- Umbra (shadow)
15Photometric stereo
- Assume
- A local shading model
- A set of point sources that are infinitely
distant - A set of pictures of an object, obtained in
exactly the same camera/object configuration but
using different sources - A Lambertian object (or the specular component
has been identified and removed)
16Monge patch
Projection model for surface recovery - Monge
patch
In computer vision, it is often known as height
map , depth map, or dense depth map
17Image model
- For each point source, we know the source vector
(by assumption) - We assume we know the scaling constant of the
linear camera (i.e., intensity value is linear in
the surface radiosity) - Fold the normal and the reflectance into one
vector g, and the scaling constant and source
vector into another Vj
- Out of shadow
- g(x,y) describes the surface
- Vj property of the illumination and of the
camera - In shadow
18From many views
- From n sources, for each of which Vi is known
- For each image point, stack the measurements
- Solve least squares problem to obtain g
One linear system per point
19Dealing with shadows
Known
Known
Known
Unknown
20Recovering normal and reflectance
- Given sufficient sources, we can solve the
previous equation (e.g., least squares solution)
for g(x, y) - Recall that g(x, y) r (x,y) N(x, y) , and N(x,
y) is the unit normal - This means that r(x,y) g(x, y)
- This yields a check
- If the magnitude of g(x, y) is greater than 1,
theres a problem - And N(x, y) g(x, y) / r(x,y)
21Five synthetic images
22Recovered reflectance
g(x,y)?(x,y) the value should be in the range
of 0 and 1
23Recovered normal field
24Recovering a surface from normals
- Recall the surface is written as
- Parametric surface
-
- This means the normal has the form
- If we write the known vector g as
- Then we obtain values for the partial derivatives
of the surface
25Recovering a surface from normals (contd)
- Recall that mixed second partials are equal ---
this gives us a check. We must have - (or they should be similar, at least)
- We can now recover the surface height at any
point by integration along some path, e.g.
26Recovered surface by integration
27The Illumination Cone
What is the set of n-pixel images of an object
under all possible lighting conditions (at fixed
pose)? (Belhuemuer and Kriegman IJCV 99)
Single light source image
N-dimensional Image Space
28The Illumination Cone
What is the set of n-pixel images of an object
under all possible lighting conditions (but fixed
pose)?
Proposition Due to the superposition of images,
the set of images is a convex polyhedral cone in
the image space.
Illumination Cone
2-light source image
Single light source images Extreme rays of cone
29Generating the Illumination Cone
- For Lambertian surfaces, the illumination cone is
determined by the 3D linear subspace B(x,y),
where - When no shadows, then
- Use least-squares to find 3D linear subspace,
subject to the constraint fxyfyx (Georghiades,
Belhumeur, Kriegman, PAMI, June, 2001)
3D linear subspace
a(x,y) fx(x,y) fy(x,y) albedo
(surface normals)
Surface. f (x,y) (albedo textured mapped on
surface)
Original (Training) Images
30Image-based rendering Cast Shadows
Single Light Source
Face Movie
31Yale face database B
- 10 Individuals
- 64 Lighting Conditions
- 9 Poses
- gt 5,760 Images
Variable lighting
32Curious experimental fact
- Prepare two rooms, one with white walls and white
objects, one with black walls and black objects - Illuminate the black room with bright light, the
white room with dim light - People can tell which is which (due to Gilchrist)
- Why? (a local shading model predicts they cant).
33Global shading models
Can adjust so that local shading model predicts
these pictures will be indistinguishable
A view of a white room with white objects. We see
a cross-section of the image intensity
corresponding to the line drawn on the image.
A view of a black room with black objects. We see
a cross-section of the image intensity
corresponding to the line drawn on the image.
34Whats going on here?
- Local shading model is a poor description of
physical processes that give rise to images - because surfaces reflect light onto one another
- This is a major nuisance the distribution of
light (in principle) depends on the configuration
of every radiator big distant ones are as
important as small nearby ones (solid angle) - The effects are easy to model
- It appears to be hard to extract information from
these models
35Interreflections - a global shading model
- Other surfaces are now area sources - this
yields - Vis(x, u) is 1 if they can see each other, 0 if
they cant
36What do we do about this?
- Attempt to build approximations
- Ambient illumination
- Study qualitative effects
- reflexes
- decreased dynamic range
- smoothing
- Try to use other information to control errors
37Ambient illumination
- Two forms
- Add a constant to the radiosity at every point in
the scene to account for brighter shadows than
predicted by point source model - Advantages simple, easily managed (e.g. how
would you change photometric stereo?) - Disadvantages poor approximation (compare black
and white rooms - Add a term at each point that depends on the size
of the clear viewing hemisphere at each point - Advantages appears to be quite a good
approximation, but jury is out - Disadvantages difficult to work with