Computer Vision Radiometry, lights and surfaces Marc Pollefeys COMP 256 Slides from David...
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Transcript of Computer Vision Radiometry, lights and surfaces Marc Pollefeys COMP 256 Slides from David...
![Page 1: Computer Vision Radiometry, lights and surfaces Marc Pollefeys COMP 256 Slides from David Forsyth,,…](https://reader035.fdocuments.us/reader035/viewer/2022062518/56649d4d5503460f94a2b5ab/html5/thumbnails/1.jpg)
ComputerVision
Radiometry, lights and surfaces
Marc PollefeysCOMP 256
Slides from David Forsyth,,…
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ComputerVision
2
• Camera Models– Pinhole Perspective Projection– Affine Projection
• Camera with Lenses• Sensing• The Human Eye
Last class
z
yfy
z
xfx '' ''
fzz
11
'
1
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ComputerVision
3
Radiometry
• Questions:– how “bright” will
surfaces be? – what is “brightness”?
• measuring light• interactions between
light and surfaces
• Core idea - think about light arriving at a surface
• around any point is a hemisphere of directions
• Simplest problems can be dealt with by reasoning about this hemisphere
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ComputerVision
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Lambert’s wall
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ComputerVision
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More complex wall
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ComputerVision
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Foreshortening
• Principle: two sources that look the same to a receiver must have the same effect on the receiver.
• Principle: two receivers that look the same to a source must receive the same amount of energy.
• “look the same” means produce the same input hemisphere (or output hemisphere)
• Reason: what else can a receiver know about a source but what appears on its input hemisphere? (ditto, swapping receiver and source)
• Crucial consequence: a big source (resp. receiver), viewed at a glancing angle, must produce (resp. experience) the same effect as a small source (resp. receiver) viewed frontally.
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ComputerVision
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Measuring Angle
• To define radiance, we require the concept of solid angle
• The solid angle sub-tended by an object from a point P is the area of the projection of the object onto the unit sphere centered at P
• Measured in steradians, sr• Definition is analogous to
projected angle in 2D• If I’m at P, and I look out, solid
angle tells me how much of my view is filled with an object
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ComputerVision
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Solid Angle of a Small Patch
• Later, it will be important to talk about the solid angle of a small piece of surface
2
cos
r
dAd
ddd sin
A
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ComputerVision
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Measuring Light in Free Space
• Desirable property: in a vacuum, the relevant unit does not go down along a straight line.
• How do we get a unit with this property? Think about the power transferred from an infinitesimal source to an infinitesimal receiver.
• We have total power leaving s to r = total power arriving at r from s
• Also: Power arriving at r is
proportional to:– solid angle subtended by s at
r (because if s looked bigger from r, there’d be more)
– foreshortened area of r (because a bigger r will collect more power)
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ComputerVision
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Radiance
• All this suggests that the light transferred from source to receiver should be measured as:
Radiant power per unit foreshortened area per unit solid angle
• This is radiance• Units: watts per square
meter per steradian (wm-2sr-1)
• Usually written as:
• Crucial property: In a vacuum, radiance leaving p in the direction of q is the same as radiance arriving at q from p– which was how we
got to the unit
L x, ,
light
surface
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ComputerVision
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Radiance is constant along straight lines
• Power 1->2, leaving 1:
• Power 1->2, arriving at 2:
• But these must be the same, so that the two radiances are equal
L x1, , dA1 cos 1 dA2 cos 2
r 2
L x 2, , dA2 cos 2 dA1 cos 1
r 2
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ComputerVision
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Spectral Quantities
• To handle color properly, it is important to talk about spectral radiance
• Defined at a particular wavelength, per unit wavelength: L(x,,)
• To get total radiance, integrate over spectrum:
0
),,(),,( dLL xx
More about color later…
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ComputerVision
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Irradiance, E
• How much light is arriving at a surface?
• Sensible unit is Irradiance
• Incident power per unit area not foreshortened
• This is a function of incoming angle.
• A surface experiencing radiance L(x) coming in from d experiences irradiance
• Crucial property: Total power arriving at the surface is given by adding irradiance over all incoming angles --- this is why it’s a natural unit
• Total power is
dxLxE iiiii cos,,,,
ddxLE sincos,,
light
surface
light
surface
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ComputerVision
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Example: Radiometry of thin lenses
22 cos/
cos
cos/'
cos'
z
A
z
A
2
'cos
cos
'
z
z
A
A
3
2
2
2
cos4cos/
cos
4
z
d
z
d
coscos4
cos 32
ALz
dALP
coscos'4'
32
A
AL
z
d
A
PE
Lz
dE
4
2
cos'4
tEfI . tkEI .
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ComputerVision
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Reflectance
• We have all the things we need dealing with the transport of light
• Reflectance is all about the way light interacts with surfaces
• It is an entire field of study on its own• The most important quantity is the
BRDF…
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ComputerVision
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Light at surfaces
• Many effects when light strikes a surface -- could be:– absorbed– transmitted
• skin
– reflected• mirror
– scattered• milk
– travel along the surface and leave at some other point
• sweaty skin
• Assume that– surfaces don’t
fluoresce• e.g. scorpions,
washing powder
– surfaces don’t emit light (i.e. are cool)
– all the light leaving a point is due to that arriving at that point
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ComputerVision
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The BRDF
• Assuming that– surfaces don’t
fluoresce– surfaces don’t emit
light (i.e. are cool)– all the light leaving a
point is due to that arriving at that point
• Can model this situation with the Bidirectional Reflectance Distribution Function (BRDF)
• the ratio of the radiance in the outgoing direction to the incident irradiance for an incoming direction
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ComputerVision
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BRDF
dxL
xL
xE
xLxBRDF
iiii
ooo
iii
oooiioobd cos,,
,,
,,
,,,,,,,
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ComputerVision
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BRDF
• Units: inverse steradians (sr-1)• Symmetric in incoming and outgoing directions
- this is the Helmholtz reciprocity principle
• Radiance leaving a surface in a particular direction:– add contributions from every incoming direction
iiiiiiioobd dxLx cos,,,,,,,
2-
-1-2
wm
srwm
ooiibdiioobd xx ,,,,,,,,
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ComputerVision
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Intermezzo - Helmholtz stereo
• Classic stereo assumption: same appearance from all viewpoints (=Lambertian)
• Doesn’t hold for general BRDF• Idea (Zickler et al. ECCV’02), exploit reciprocity!
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ComputerVision
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Suppressing Angles - Radiosity
• In many situations, we do not really need angle coordinates– e.g. cotton cloth,
where the reflected light is not dependent on angle
• Appropriate radiometric unit is radiosity– total power leaving a
point on the surface, per unit area on the surface (Wm-2)
– note that this is independent of the direction
• Radiosity from radiance?– sum radiance leaving
surface over all exit directions, multiplying by a cosine because this is per unit area not per unit foreshortened area
dxLxB o cos,,
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ComputerVision
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Radiosity
• Important relationship:– radiosity of a surface whose radiance is
independent of angle (e.g. that cotton cloth)
xL
ddxL
dxL
dxLxB
o
o
o
o
2
0
2
0
sincos
cos
cos,,
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ComputerVision
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Suppressing the angles in the BRDF
• BRDF is a very general notion– some surfaces need it (underside of a CD; tiger
eye; etc)– very hard to measure
• ,illuminate from one direction, view from another, repeat
– very unstable• minor surface damage can change the BRDF• e.g. ridges of oil left by contact with the skin can
act as lenses
• for many surfaces, light leaving the surface is largely independent of exit angle– surface roughness is one source of this property
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ComputerVision
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Directional hemispheric reflectance
• Directional hemispheric reflectance:– the fraction of the
incident irradiance in a given direction that is reflected by the surface (whatever the direction of reflection)
– unitless, range is 0-1
• Note that DHR varies with incoming direction– e.g. a ridged surface,
where left facing ridges are absorbent and right facing ridges reflect.
ooiioobd
iiiii
ooooo
iidh
dx
dxL
dxL
cos,,,,,
cos,,
cos,,
,
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ComputerVision
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Lambertian surfaces and albedo
• For some surfaces, the DHR is independent of illumination direction too– cotton cloth, carpets,
matte paper, matte paints, etc.
• For such surfaces, radiance leaving the surface is independent of angle
• Called Lambertian surfaces (same Lambert) or ideal diffuse surfaces
• Use radiosity as a unit to describe light leaving the surface
• DHR is often called diffuse reflectance, or albedo
• for a Lambertian surface, BRDF is independent of angle, too.
• Useful fact:
brdf d
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ComputerVision
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Specular surfaces
• Another important class of surfaces is specular, or mirror-like.– radiation arriving along
a direction leaves along the specular direction
– reflect about normal– some fraction is
absorbed, some reflected
– on real surfaces, energy usually goes into a lobe of directions
– can write a BRDF, but requires the use of funny functions
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ComputerVision
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Phong’s model
• There are very few cases where the exact shape of the specular lobe matters.
• Typically:– very, very small ---
mirror– small -- blurry mirror– bigger -- see only light
sources as “specularities”
– very big -- faint specularities
• Phong’s model– reflected energy falls
off with
cosn
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ComputerVision
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Lambertian + specular
• Widespread model– all surfaces are Lambertian plus specular
component
• Advantages– easy to manipulate– very often quite close true
• Disadvantages– some surfaces are not
• e.g. underside of CD’s, feathers of many birds, blue spots on many marine crustaceans and fish, most rough surfaces, oil films (skin!), wet surfaces
– Generally, very little advantage in modelling behaviour of light at a surface in more detail -- it is quite difficult to understand behaviour of L+S surfaces
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ComputerVision
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Diffuse + Specular example
www.exaflop.org/docs/ lca/lca1.html
cosn(), =2,10,100,1000
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ComputerVision
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Next class:Sources Shadows and Shading
upcoming assignment:photometric stereo
F&PChapter 5