eight light and image. light as a ray light is most frequently thought of as a set of rays traveling...
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Light as a ray
Light is most frequently thought of as a set of rays Traveling from a light
source To a viewer By way of some
surface(s) that reflect it
Light as a ray
Light is most frequently thought of as a set of rays Traveling from a light
source To a viewer By way of some
surface(s) that reflect it Often, it’s many
surfaces
Pinhole camera
Placing a very small hole in very a dark box
Produces a faint image on the opposite side of the
box
Technically, the image is upside-down
object
light ray
hole
image plane
object
Pinhole camera
The hole constrains where the rays can project Farther objects must
project closer to the center
Nearer objects, toward the sides
Pinhole camera
The hole constrains where the rays can project Farther objects
produce smaller images
Nearer objects, larger images
Perspective projection
A camera projects a 3D world down to a 2D world The particular type of
projection is called perspective projection
We can describe perspective projection in terms of coordinates
Y
Zyf
Image plane object
light ray
Y = height of objectZ = depthy = “height” of projection (note image is really upside down)
f = focal length
y/f = Y/Z y = fY/Z
Perspective projection
A camera projects a 3D world down to a 2D world The particular type of
projection is called perspective projection
We can describe perspective projection in terms of coordinates
Y
Z(x,y)f
Image plane (X, Y, Z)
light ray
x = fX/Z
y = fY/Z
(x,y) = (fX/Z, fY/Z)
Perspective projection
Decreasing the focal length makes the image smaller But also increases
your field of view Lenses with short focal
lengths are therefore called wide-angle lenses
Y
Z(x,y)f
Image plane (X, Y, Z)
light ray
x = fX/Z
y = fY/Z
(x,y) = (fX/Z, fY/Z)
Perspective projection
Increasing the focal length makes the image bigger But decreases your
field of view Lenses with large focal
lengths are called telephoto lenses
Y
Z
(x,y)
f
Image plane (X, Y, Z)
light ray
x = fX/Z
y = fY/Z
(x,y) = (fX/Z, fY/Z)
Light as a ray
Light is most frequently thought of as a set of rays Traveling from a light
source To a viewer By way of some
surface(s) that reflect it
Surface reflection
Surface reflectance is very complicated
There are two main models of reflectance Specular (glossy) surfaces
bounce it directly off Lambertian (matte) bounce
it evenly in all directions
incident ray
incident ray
specular reflection(highlights)
Lambertian reflection(matte/diffuse)
reflec
ted ra
ys
reflected rays
Specular reflection
Mirror-like reflection Mirrors are near-perfect
specular reflectors
Incident and reflected rays have at (almost) the same angle
In practice, there’s some scattering
All wavelengths are (usually) reflected equally
So reflection has the color of the light
incident ray
reflec
ted ra
ys
Lambertian reflection
Lambertian/diffuse/matte reflection Perfect non-glossy paint Light reflected equally in all
directions
Brightness depends on illumination angle
When light hits and an angle, it’s spread out over a wider area (1/sin θ times wider)
So the intensity of the light coming out is dimmed by sin θ
Not all wavelengths are reflected equally
The reflection has the color of the surface (at least if the light is white)
θ
dθ
d/sin θ
beam spreads out by 1/sin θ
Surface normals
(For reasons that will be clearer later)
We usually measure the angle a little differently
We use the angle between the light and
A line sticking straight out from the surface
This is called the surface’s normal
This means the dimming factor is cos θ
Because we measured θ differently
θ
d θ
d/cos θ
beam spreads out by 1/cos θ
surf
ace
norm
al
Shape from shading
Perceptual system computes surface curvature from intensity gradients
Bias to assume light source is above the head
Modeling
Pictorial techniques to bring out object shape Chiaroscuro very
important
Point-lights generate strong shadows Highlights
Carvaggio, Incredulity of St. Thomas
Modeling with lighting
Key light Offset from camera Mood, modeling
Fill light Fills in rest of scene Keeps shadows under control
Others Back light, rim light, …
Rim lighting
Used to emphasize outline of an object in shadow Key light leaves left edge of character in shadow
Can’t make out object boundaries Spooky (Tom Hanks isn’t supposed to be spooky)
Weak rim light brings up contrast at object boundary Tom Hanks safely de-spooked
key fill rim
John Lasseter, Toy Story (USA, 1995)
Subsurface scattering
Translucent materials don’treflect light directly It bounces around inside the material for a
while and comes out in a different location
This is important for modeling skin and wax
Problems with pinhole cameras
Because the aperture (hole) is so small, pinhole cameras let very little light in
This means you need to use very bright lights or very long exposures to capture images on film
object
light ray
small aperture
image plane
object
Problems with pinhole cameras
We can make the aperture larger But then it doesn’t
constraint where the rays go
We lose focus Light from objects spreads
out Images of objects overlap
object
light rays
big aperture
image plane
object
Thin lens projection
A lens allows many rays to focus to the same point
Brighter image
But only focuses a single depth plane
Image planelight rays
aperture
lens
Thin lens projection
That’s partly why cameras with lenses still have an aperture
By shrinking the aperture We get closer to a
pinhole camera And we get wider depth
of field
Image planelight rays
aperture
lens
Aperture and depth of field
f/5 f/32
Light as a wave
Light is an oscillation between electric and magnetic fields
Frequency/wavelength determines apparent color But color is perceptual
property, not a physical one
Amplitude determines apparent brightness
magnetic field
elec
tric
fie
ld
time
High frequencyShort wavelength
Low frequencyLong wavelength
Oscillation
Occurs when two forces are in opposition
Causes energy to alternate between two forms
Guitar string Motion stretches the string Which slows the motion And eventually reverses it But then the stretch reverses And so on …
Commonly takes the form of a sine wave
speed(t) = cos ωtstretch(t) = sin ωt
ω is the frequency of the oscillation (how often it repeats)
speed
stre
tch
time
Waves
Waves are oscillations that move through space Frequency
Rate of cycling Period (how far
between cycles)
Amplitude (intensity):Size of the oscillation
w(x) = A sin(ωx)
Chromatic aberration
A lens actually focuses different wavelengths (colors) at slightly different depths
In extreme cases, this leads to a colored blur around bright lights
blue/violet artifacts
The human eye
Lens and iris Photoreceptors
Rods (b/w) Cones (color) Fovea
Small (size of thumbnail at 3’) High resolution Color vision
Macula, and peripheryLow resolution, wide FOV
Retinal processing Gain control Edge enhancement? Simple motion detection
lens/irisrods
conesretinal
ganglion
Chromatic aberration in the eye
The blue photoreceptors of the eye evolved first So the have lower resolution And nature didn’t try to fix the chromatic aberration of the eye
So blue light is significantly out of focus on the retina Blue backgrounds in PowerPoint are evil
blueis
poorlyfocused
onthe
retina
greenis
wellfocused
onthe
retina
Photoreceptors
Rods Found mostly in the macula and periphery Very sensitive to light But don’t detect color
Cones Found in the fovea Less sensitive Color sensitive
Colors seem to fade in low light
Trichromacy
Having different cones for every possible wavelength would be bad
We just have three kinds of cones “Blue” cones: short wavelengths “Green” cones: intermediate
wavelengths “Red” cones: long wavelengths However, their responses overlap
The eye reduces all the wavelengths at a given pixel to just the total “amount” of “red”, “green”, and “blue”