Computer Vision: Spring 2006 15-385,-685 Instructor: S. Narasimhan Wean 5403 T-R 3:00pm - 4:20pm
Computer Vision: Spring 2006 15-385,-685 Instructor: S. Narasimhan Wean 5403 T-R 3:00pm - 4:20pm
Computer Vision: Spring 2006 15-385,-685 Instructor: S. Narasimhan Wean 5403 T-R 3:00pm - 4:20pm
Body Reflection:
Diffuse Reflection
Matte Appearance
Non-Homogeneous Medium
Clay, paper, etc
Surface Reflection:
Specular Reflection
Glossy Appearance
Highlights
Dominant for Metals
Image Intensity = Body Reflection + Surface Reflection
Example Surfaces
Body Reflection:
Diffuse Reflection
Matte Appearance
Non-Homogeneous Medium
Clay, paper, etc
Surface Reflection:
Specular Reflection
Glossy Appearance
Highlights
Dominant for Metals
Many materials exhibit
both Reflections:
Diffuse Reflection and Lambertian BRDF
viewing
direction
surface
element
normal
incident
direction
i
n
v
s
d
r r i i
f ) , ; , (
Lambertian BRDF is simply a constant :
albedo
Surface appears equally bright from ALL directions! (independent of )
Surface Radiance :
v
Commonly used in Vision and Graphics!
s n I I L
d
i
d
. cos
source intensity
source intensity I
Diffuse Reflection and Lambertian BRDF
White-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?
Diffuse 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)
2 /
0
sin cos ) , ; , ( ) , ( ) , (
i i i i r r i i i i
src
r r
surface
d d f L L
sky
i i
src
L L ) , (
1
) , ; , (
r r i i
f
sky
r r
surface
L L ) , (
Specular Reflection and Mirror BRDF
source intensity I
viewing
direction
surface
element
normal
incident
direction
n
v
s
r
specular/mirror
direction
) , (
i i
) , (
v v
) , (
r r
Mirror BRDF is simply a double-delta function :
Valid for very smooth surfaces.
All incident light energy reflected in a SINGLE direction (only when = ).
Surface Radiance :
) ( ) (
v i v i s
I L +
v r
) ( ) ( ) , ; , (
v i v i s v v i i
f +
specular albedo
Combing Specular and Diffuse: Dichromatic Reflection
Observed Image Color = a x Body Color + b x Specular Reflection Color
R
G
B
Klinker-Shafer-Kanade 1988
Color of Source
(Specular reflection)
Color of Surface
(Diffuse/Body Reflection)
Does not specify any specific model for
Diffuse/specular reflection
Diffuse and Specular Reflection
diffuse specular diffuse+specular
Photometric Stereo
Lecture #12
Image Intensity and 3D Geometry
Reflectance Map
Surface Normal
N
surface normal
y
z
x
Equation of plane 0 + + + D Cz By Ax
0 + + +
C
D
z y
C
B
x
C
A
or
Let
p
C
A
x
z
q
C
B
y
z
( ) 1 , , 1 , , q p
C
B
C
A
,
_
N
Surface normal
Surface Normal
X
Y
Z
X
Y
X p
Y q
Gradient Space
y
z
x
1 z
q
p
1
s
n
N
( )
1
1 , ,
2 2
+ +
q p
q p
N
N
n
( )
1
1 , ,
2 2
+ +
S S
S S
q p
q p
S
S
s
Normal vector
Source vector
i
( )
1 1
1
cos
2 2 2 2
+ + + +
+ +
S S
S S
i
q p q p
qq pp
s n
1 z
plane is called the Gradient Space (pq plane)
Every point on it corresponds to a particular surface orientation
S
Reflectance Map
Lambertian case:
( ) y x I ,
s
v
n
i
: source brightness
: surface albedo (reflectance)
: constant (optical system)
k
c
Image irradiance:
s n kc kc I
i
cos
Let
1 kc
then s n
i
I cos
Lambertian case
( )
( ) q p R
q p q p
qq pp
I
S S
s s
i
,
1 1
1
cos
2 2 2 2
+ + + +
+ +
s n
Reflectance Map
(Lambertian)
cone of constant
i
Iso-brightness contour
Reflectance Map
Lambertian case
0 . 1
3 . 0
0 . 0
9 . 0
8 . 0
( ) 7 . 0 , q p R
p
q
90
i
( ) 0 1 + +
S S
qq pp
( )
S S
q p ,
iso-brightness
contour
Note: is maximum when ( ) q p R , ( ) ( )
S S
q p q p , ,
Reflectance Map
Photometric stereo
,
_
kc
1 1
s n I
1
s
n
v
2
s
2 2
s n I
3
s
3 3
s n I
n
s
s
s
1
1
1
]
1
1
1
1
]
1
T
T
T
I
I
I
3
2
2
2
1
1
Lambertian case:
s n
i
kc I cos
Photometric Stereo
Solving the Equations
n
s
s
s
1
1
1
]
1
1
1
1
]
1
T
T
T
I
I
I
3
2
2
2
1
1
I S n
~
1 3 3 3 1 3
I S n
1
~
n
~
n
n
n
n
~
~
~
inverse
More than Three Light Sources
1
1
1
]
1
1
1
1
]
1
T
N
T
N
I
I
1
1
n S S I S
~
T T
( ) I S S S n
T T
1
~
'
otherwise 0
if r v
i
e
R
R
Computing the Light Source Direction
Big problems
Shadows, inter-reflections
Smaller problems
Calibration requirements
measure light source directions, intensities
camera response function
Trick for Handling Shadows
1
1
1
]
1
1
1
1
]
1
T
N N
T
N
I
I
I
I
1
1
2
2
1
n ,
( ) ( )
i i i i
I I I s n
Original Images
Results - Shape
Shallow reconstruction
(effect of interreflections)
Accurate reconstruction
(after removing interreflections)
Results - Albedo
No Shading Information
Original Images
Results - Shape
Results - Albedo
Results
1. Estimate light source directions
2. Compute surface normals
3. Compute albedo values
4. Estimate depth from surface normals
5. Relight the object (with original texture and uniform albedo)
Next Class