Review of linear algebra - SVCL...– appropriate unit for measuring distribution of light •...
Transcript of Review of linear algebra - SVCL...– appropriate unit for measuring distribution of light •...
Radiometry
Nuno VasconcelosUCSD
Light• Last class: geometry of image formation• pinhole camera:
– point (x,y,z) in 3D scene projected into image pixel of coordinates (x’, y’)
– according to the perspective projection equation:
⎟⎟⎟
⎠
⎞
⎜⎜⎜
⎝
⎛=⎟⎟
⎠
⎞⎜⎜⎝
⎛
zy
zx
fyx
''
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Perspective projection• the inverse
dependence on depth (Z) – causes objects to
shrink with distance
• while pinhole isa good mathematicalmodel
• in practice, cannot really use it– not enough light for
good pictures
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Lenses
• the basic idea is:– lets make the
aperture bigger so that we can have many rays of light into the camera
– to avoid blurring we need to concentrate all the rays that start in the same 3D point
– so that they end up on the same image plane point
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Lenses• fundamental relation
– note that it does not depend on the vertical position of P– we can show that it holds for all rays that start in the plane of P
⎟⎟⎠
⎞⎜⎜⎝
⎛−
−≈
2
212
11
11dn
Rnn
nd
R
lensd2
imageplane
P
P’
d1
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Lenses
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• note that, in general,– can only have in focus objects that are in a certain depth range– this is why background is sometimes out of focus
– by controlling the focus you are effectively changing the planeof the rays that converge on the image plane without blur
• for math simplicity, we will work with pinhole model!
Light• today : what is the pixel brightness or image intensity?• clearly, depends on three factors:
– lighting of the scene– the reflectance properties of the material– various angles
α1
α2
incident light
reflected light
image brightness
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Light• clearly, the angles involved play an important role• consider the following experiment
• to formulate this mathematically we need to define a few concepts related to angles:– viewing hemisphere, forshortening, and solid angle
sheet of paper
lots of reflected light no reflection
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Light• 1) viewing hemisphere:
– hemisphere of all directions from which light can reach a surface at point x.
• parameterized in spherical coordinates:– r = 1– θ: angle with surface
normal– φ: angle along the
surface
• usually,– we need to integrate
over φ, hence – not a problem if it is not
clear what the origin is.
9object surface
Light• 2) foreshortening: very important concept
– tilted surface looks smaller than when seen at 90o
– best understood by example– if I show you a tilted person it looks smaller than when you view
you at 90o
foreshortening
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Light
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• what is the foreshortened area for a patch of area dA?
• hence, foreshortened area isdA’= dl1’ dl2’ = dl1 dl2 cos θ = dA cos θ
• it can be shown that this holds for a patch of any shape.– foreshortened area = area x cos (angle between viewing
direction and surface normal)
dl1
dl2
dA
θ
dl1’
dl2’
θ
θ
dl2
dl2 cos θ
⇔
Light• 3) Solid angle: 3D generalization of angle.• solid angle subtended by a patch at x1 is obtained by:
– projecting the patch in the unit sphere centered at x1 – measuring the area of the projection.
• to understand this– start by assuming that patch is perpendicular to the line that contains
the radius of the sphere.
• note that:– ratio between area of projected and
original patch– must be the same as ratio of between
surface area of unit sphere and sphere that contains the patch.
x
dA
rdA’
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Light
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• assuming patch is at distance r from x
• the solid angle is dA/dr2
• what if patch is not perpendicular to radius?– there is an equivalent forshortened patch– which is perpendicular to radius– we have just seen that this has area
– from which
x
dA
rdA’
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2
'4
4' r
dAdArrdAdA
=⇔==π
π
θcos'' dAdA =
2
cos''r
dAdA θ=
x
dA
rdA’
dA’’
Radiance• with these definitions we can study light• first important concept is radiance
– appropriate unit for measuring distribution of light
• Definition: radiance is– power (energy/unit time) traveling at x
in direction V– per unit area perpendicular to V– per unit solid angle
• measured in – watts/square meter x steradian (w x m-2 x sr -1)– (steradian = radian squared)
• it follows that it is a function of a point x and a direction V
x
V
),( VxL
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Radiance• why do we need all this stuff?
– Q: if I have a radiating patch, what is the power that can reach the second?
– by definitionpower = radiance x
area perp. to r xsolid angle
– this is
– why do we need all this?
),( rxL 1cosθ1A dx
222 cos
rdAx θ
x
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Radiance• why do we need all this stuff?
– radiance: property of source patch, says that patch emits a certain power in the direction of interest
– area perp to r: capturesintuition that the emitted poweris smaller if the directionis not perp. to patch
– this is really just theforshortened area of the patch
– solid angle: only a portion ofthe emitted energy actuallyreaches the second patch
),( rxL 1cos θ1A dx
222 cos
rdAx θ
x
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Radiance• note that we can also write down the equation for power
that actually reaches patch 2– once again, by definition
power = radiance xarea perp. to r xsolid angle
– this is now
– assuming that the mediumhas no loss, the two powersare the same
),( ryL 2cosθ2A dx
211 cos
rdAx θ
y
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Radiance• hence, for a lossless medium:
• or
• this proves that:– “in a lossless medium
radiance is constant alongstraight lines”
• vision: medium is air,this always holds
y2
1122
coscos),(r
dAdAryL θθ
=
222
11coscos),(r
dAdArxL θθ
),(),( ryLrxL =
x
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Light• going back to our original picture, we now know:
– whatever radiance is emitted by the object at Po
– is the radiance that is received by the image at Pi
• note that this decouples the power from the angles– to compute the real power we simply have to account for the
angles of the particular patches of surface and image
α1
α2
incident light
reflected light
image brightness
Po
Pi
V
),(),( VPLVPL io =
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Light• the next question is:
– what is the relation between • the illumination that reaches the object• and the reflected light?
• this is measured by the bidirectional reflectance distribution function (BRDF)
α1
α2
incident light
reflected light
image brightness
Po
Pi
V
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Irradiance• incident light is measured in terms of irradiance
(we will see why soon)• Definition: irradiance is power per unit area (not
forshortened)• hence:
– a patch at P– illuminated with radiance L(P,V),– originating from a source patch that
subtends solid angle dω at P– receives irradiance
P
θV
( )
ϖθ
ϖθ
ddAVPL
ddAVPLdA
cos),(
cos),(1=
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BRDF• Definition: ratio of radiance in outgoing
direction (Vo) to irradiance in incoming direction (Vi)
• note:– this immediately allows us to write outgoing vs incoming
radiance
– and is the reason to define the BRDF in terms of irradiance– it gives us a very nice way to propagate light around a scene
θo
θi ViVo
ϖθ
ρdVPL
VPLVVPii
ooibd cos),(
),(),,( =
ϖθρ dVPLVVPVPL iioibdo cos),(),,(),( =
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BRDF• suppose we have two objects
– from definition of BRDF
θ1
Po
Vo
θ2
P1
V1
V2
121112121 cos),(),,(),( ϖθρ dVPLVVPVPL bd =23
BRDF• suppose we have two objects
– from constancy of radiance in lossless medium
θ1
Po
Vo
θ2
P1
V1
V2
121112121 cos),(),,(),( ϖθρ dVPLVVPVPL bd =
),(),( 1011 VPLVPL =
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BRDF• suppose we have two objects
– from definition of BRD
θ1
Po
Vo
θ2
P1
V1
V2
121112121 cos),(),,(),( ϖθρ dVPLVVPVPL bd =
),(),( 1011 VPLVPL =
010001010 cos),(),,(),( ϖθρ dVPLVVPVPL bd =
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BRDF• combining everything
– we get
• conclusion:– we can relate the radiances at any point on the trajectory by
successively multiplying ρbd and cos θ !
θ1
Po
Vo
θ2
P1
V1
V2
121112121 cos),(),,(),( ϖθρ dVPLVVPVPL bd =
),(),( 1011 VPLVPL =
010001010 cos),(),,(),( ϖθρ dVPLVVPVPL bd =
011010
21210021
cos),,(cos),,(),(),(
ϖϖθρθρ
ddVVPVVPVPLVPL
bd
bd
x
x =
Ray-tracing
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• this is the basic principle of the ray-tracing technique in computer graphics– given a 3D model of the scene– compute the depth of each object
point– this allows us to create a z-buffer
(depth buffer)– tells us what are the points that
are visible in the scene– we can then shoot a ray from
each image position and followit as it bounces around
– the previous equation tells uswhat amount of light we willhave in the image
Ray-tracing• this produces amazingly complicated images
(note all the reflections of objects in others)
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Ray-tracing• and quite realistic ones too
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Computer graphics• is it really that simple?
– no, there are many other things one has to account for– refraction, light absorption, macroscopic inter-reflections,
specularities– it is, after all, a complex world– but in the hw, you will see you can do a lot with this
• for vision, – there is no need to consider much more complexity– in fact, the equation
– is usually simplified
ϖθρ dVPLVVPVPL iioibdo cos),(),,(),( =
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BRDF• recall that
– BRDF depends on four angles– this makes it quite hard to measure
• illuminate from all possible directions• measure reflection in all possible directions• move on to next surface point
• important property (Helmoltz reciprocity)– for two surfaces in thermal equilibrium– radiation reaching one from the other is the same– otherwise, the one receiving more radiation would
warm up, and the other would cool down
• implies that the BRDF is symmetric
θo
θi ViVo
φi
φo
),,(),,( iobdoibd VVPVVP ρρ =
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Lambertian surfaces• this makes measurements much easier
– we only need to shine light inone direction
– reading how much light is reflected inall dimensions
– tells us the complete BRDF at that point
• but we can do even simpler than this– for some surfaces, the BRDF does not depend
on the direction at all– these are called Lambertian surfaces– they reflect light equally in all directions– the BRDF only depends on the point P
θo
θi ViVo
φi
φo
)(),,( PVVP bdoibd ρρ =
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