Transcript Document

Computer Vision

Radiometry, lights and surfaces

Marc Pollefeys COMP 256 Slides from David Forsyth,,…

Computer Vision

Last class

• Camera Models

x

'  – Pinhole Perspective Projection – Affine Projection • Camera with Lenses • Sensing • The Human Eye

f

'

x z y

' 

f

'

y z

1

z

'  1

z

 1

f

2

Computer Vision

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 3

Computer Vision

Lambert’s wall

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Computer Vision

More complex wall

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Computer Vision

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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Computer Vision

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 7

Computer Vision

Solid Angle of a Small Patch

• Later, it will be important to talk about the solid angle of a small piece of surface

d

 

dA

cos

r

2  A

d

  sin 

d

d

 8

Computer Vision

Measuring Light in Free Space

Desirable property: in a vacuum, the relevant unit does not go down along a straight line.

• We have

total power leaving s to r = total power arriving at r from s

• Also: • How do we get a unit with this property? Think about the power transferred from an infinitesimal source to an infinitesimal receiver.

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) 9

 Computer Vision light

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 -2 sr -1 ) • Usually written as:  ,  ,   surface • 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 10

  Computer Vision

Radiance is constant along straight lines

• Power 1->2, leaving 1:  1 ,  ,   

dA

1 cos  1   

dA

2 cos

r

2  2   • Power 1->2, arriving at 2: 2 ,  ,   

dA

2 cos  2   

dA

1 cos

r

2  1   • But these must be the same, so that the two radiances are equal 11

Computer Vision

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:

L

(

x

,  ,  )    0

L

 (

x

,  ,  )

d

 More about color later… 12

Computer Vision

Irradiance, E

light • 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

E

• 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   

L E

x

, 

i

, 

i

 

x

, 

i

, 

i

 cos 

i d

 

x

,  ,   cos light  sin 

d

d

 surface surface 13

Computer Vision

Example: Radiometry of thin lenses

14   

z

A

' ' / cos cos    

z

A

/ cos cos    2  

A A

'  cos  cos     4 

z d

/ 2 cos cos    2   4

d z

2 cos  3 

P E

   

L

 

A

cos 

P A

'   4

d z

 

d

2

L

A

cos 3  cos  4

z

2

L

A

A

' cos 3  cos 

z z

' 2

E

     4

d z

' 2 cos 4    

L I

f

E

.

t

I

kE

.

t

Computer Vision

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… 15

Computer Vision

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 16

Computer Vision

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 17

Computer Vision

BRDF

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BRDF

 

bd

x

, 

o

, 

o

, 

i

, 

i

,  

L o E i

 

x

,

x

, 

o

i

, ,  

i o

  

L i

x

,

L o

i

 ,

x

, 

i

o

 ,   cos

o

i d

Computer Vision

BRDF

• Units: inverse steradians (sr -1 )   wm -2 sr 2 -1   wm • Symmetric in incoming and outgoing directions - this is the Helmholtz reciprocity principle

bd

x

, 

o

, 

o

, 

i

, 

i

  

bd

x

, 

i

, 

i

, 

o

, 

o

 • Radiance leaving a surface in a particular direction: – add contributions from every incoming direction   

bd

x

, 

o

, 

o

, 

i

, 

i

,  

i x

, 

i

, 

i

 cos 

i d

i

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Computer Vision

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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Computer Vision

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

B

• 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   

L o

x

,  ,   cos 

d

 21

Computer Vision

Radiosity

• Important relationship: – radiosity of a surface whose radiance is independent of angle (e.g. that cotton cloth)

B

     

L o

x

,  ,   cos

L o

  cos

L o

L o

   0 2   2  0 

d

 cos  

d

 sin 

d

d

 22

Computer Vision

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 23

Computer Vision

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.

dh

 

i

, 

i

   

L o

x

, 

o

, 

o

 cos 

o d

o L i

x

, 

i

, 

i

 cos 

i d

i

   

bd

x

, 

o

, 

o

, 

i

, 

i

,  cos 

o d

o

24

 Computer Vision

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

 25

Computer Vision 26

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

 Computer Vision

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 cos

n

  27

Computer Vision

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 28

Computer Vision

Diffuse + Specular example

29 cos n (  ),  =2,10,100,1000

www.exaflop.org/docs/ lca/lca1.html

Computer Vision

Next class: Sources Shadows and Shading

30 F&P Chapter 5 upcoming assignment: photometric stereo