computer vision
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Computer Vision. Spring 2010 15-385,-685 Instructor: S. Narasimhan PH A18B T-R 10:30am – 11:50am Lecture #13. Mechanisms of Reflection. source. incident direction. surface reflection. body reflection. surface. Surface Reflection: Specular Reflection Glossy Appearance - PowerPoint PPT PresentationTRANSCRIPT
Computer Vision
Spring 2010 15-385,-685
Instructor: S. Narasimhan
PH A18B
T-R 10:30am – 11:50am
Lecture #13
Mechanisms of Reflectionsource
surfacereflection
surface
incidentdirection
bodyreflection
• Body Reflection:
Diffuse ReflectionMatte AppearanceNon-Homogeneous MediumClay, paper, etc
• Surface Reflection:
Specular ReflectionGlossy AppearanceHighlightsDominant for Metals
Image Intensity = Body Reflection + Surface Reflection
Example Surfaces
Body Reflection:
Diffuse ReflectionMatte AppearanceNon-Homogeneous MediumClay, paper, etc
Surface Reflection:
Specular ReflectionGlossy AppearanceHighlightsDominant for Metals
Many materials exhibitboth Reflections:
Diffuse Reflection and Lambertian BRDF
Diffuse Reflection and Lambertian BRDF
viewingdirection
surfaceelement
normalincidentdirection
in
v
s
d
rriif ),;,(• 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!
snIIL di
d .cos
source intensity
source intensity I
White-out: Snow and Overcast Skies
CAN’T perceive the shape of the snow covered terrain!
CAN perceive shape in regions lit by the street lamp!!
WHY?
Specular Reflection and Mirror BRDFsource intensity I
viewingdirectionsurface
element
normal
incidentdirection n
v
s
rspecular/mirror direction
),( ii ),( vv
),( rr
• 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 : )()( vivisIL
v r
)()(),;,( vivisvviif 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 forDiffuse/specular reflection
Diffuse and Specular Reflection
diffuse specular diffuse+specular
Photometric Stereo
Lecture #9
Image Intensity and 3D Geometry
• Shading as a cue for shape reconstruction• What is the relation between intensity and shape?
– Reflectance Map
Surface Normal
surface normal Equation of plane
or
Let
Surface normal
Gradient Space
Normal vector
Source vector
plane is called the Gradient Space (pq plane)
• Every point on it corresponds to a particular surface orientation
Reflectance Map
• Relates image irradiance I(x,y) to surface orientation (p,q) for given source direction and surface reflectance
• Lambertian case:
: source brightness
: surface albedo (reflectance)
: constant (optical system)
Image irradiance:
Let then
• Lambertian case
Reflectance Map(Lambertian)
cone of constant
Iso-brightness contour
Reflectance Map
• Lambertian caseiso-brightnesscontour
Note: is maximum when
Reflectance Map
• Glossy surfaces (Torrance-Sparrow reflectance model)
diffuse term specular term
Diffuse peak
Specular peak
Reflectance Map
Shape 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
Solution
• Take more images– Photometric stereo
• Add more constraints– Shape-from-shading (next class)
Photometric Stereo
• We can write this in matrix form:
Image irradiance:
Lambertian case:
Photometric Stereo
Solving the Equations
inverse
More than Three Light Sources
• Get better results by using more lights
• Least squares solution:
• Solve for as beforeMoore-Penrose pseudo inverse
Color 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
Computing light source directions
• Trick: place a chrome sphere in the scene
– the location of the highlight tells you the source direction
• For a perfect mirror, light is reflected about N
Specular Reflection - Recap
• We see a highlight when • Then is given as follows:
Computing the Light Source Direction
• Can compute N by studying this figure– Hints:
• use this equation:• can measure c, h, and r in the image
N
rN
C
H
c
h
Chrome sphere that has a highlight at position h in the image
image plane
sphere in 3D
Limitations
• Big problems– Doesn’t 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
Trick for Handling Shadows
• Weight each equation by the pixel brightness:
• Gives weighted least-squares matrix equation:
• Solve for as before
Results: Lambertian Sphere
Input Images
Estimated AlbedoEstimated Surface Normals
Needles are projectionsof surface normals on
image plane
Lambertain Mask
Results – Albedo and Surface Normal
Results: Lambertian Toy
Input Images
Estimated Surface Normals Estimated Albedo
I.2
Depth 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
V1
V2
N
Results – Shape of Mask
Results
1. Estimate light source directions2. Compute surface normals3. Compute albedo values4. Estimate depth from surface normals5. Relight the object (with original texture and uniform albedo)
Original Images
Results - Albedo
No Shading Information
Results - Shape
Shallow reconstruction (effect of interreflections)
Accurate reconstruction (after removing interreflections)
Next Class
• Shape from Shading
• Reading: Horn, Chapter 11.