Scan line algorithm - University of California, Merced
Download
Report
Transcript Scan line algorithm - University of California, Merced
EECS 274 Computer Vision
Sources, Shadows, and Shading
Surface brightness
• Depends on local surface properties
(albedo), surface shape (normal), and
illumination
• Shading model: a model of how brightness
of a surface is obtained
• Can interpret pixel values to reconstruct its
shape and albedo
• Reading: FP Chapter 2, H Chapter 11
Radiometric properties
• How bright (or what color) are
objects?
• One more definition: Exitance
of a light source is
– the internally generated power
(not reflected) radiated per
unit area on the radiating
surface
• Similar to radiosity: a source
can have both
– radiosity, because it reflects
– exitance, because it emits
• Independent of its exit angle
• Internally generated energy
radiated per unit time, per unit
area
E ( P ) Le ( P , 0 , o ) cos 0 d
• But what aspects of the
incoming radiance will we
model?
– Point, line, area source
– Simple geometry
Radiosity due to a point sources
r
2
Radiosity due to a point source
•
As r is increased, the rays leaving
the surface patch and striking the
sphere move closer evenly, and
the collection changes only
slightly, i.e., diffusive reflectance,
or albedo
•
Radiosity due to source
B P d solid angle Exitance term cos i
d E cos i
r
2
Nearby point source model
B P d solid angle Exitance term cos i
d E cos i
r
N P S P
d P
2
r P
2
•
•
•
•
The angle term, can be written in terms of N and S
N: surface normal
ρd: diffuse albedo
S: source vector - a vector from P to the source, whose length is the
intensity term, ε2E
– works because a dot-product is basically a cosine
Point source at infinity
• Issue: nearby point source
gets bigger if one gets closer
– the sun doesn’t for any
reasonable assumption
• Assume that all points in the
model are close to each other
with respect to the distance to
the source
• Then the source vector doesn’t
vary much, and the distance
doesn’t vary much either, and
we can roll the constants
together to get:
N P S P
B ( P ) d P
2
r P
N P S P N ( S 0 S ( P ))
2
( r0 r ( P )) 2
r P
N S0
2
r0
N S0
2
r0
( N S ( P )) rP
1 2
r0
N S
B ( P ) d P N P S
Line sources
Infinitely long narrow cylinder with constant exitance
radiosity due to line source varies with inverse distance, if the source
is long enough
Area sources
• Examples: diffuser boxes,
white walls
• The radiosity at a point due to
an area source is obtained by
adding up the contribution over
the section of view hemisphere
subtended by the source
– change variables and add up
over the source
Radiosity due to an area source
• ρd is albedo
• E is exitance
• r is distance
between points Q
and P
• Q is a coordinate
on the source
E (Q )
1
Le(Q )
P L Q, QP cos d
BP d P Li P, QP cos i d
d
e
i
E Q
d P
cos i d
dAQ
E Q
d p
cos i cos s 2
r
source
cos i cos s
d P E Q
dAQ
2
r
source
Shading models
• Local shading model
– Surface has radiosity due only
to sources visible at each
point
– Advantages:
• often easy to manipulate,
expressions easy
• supports quite simple
theories of how shape
information can be
extracted from shading
• Global shading model
– Surface radiosity is due to
radiance reflected from other
surfaces as well as from
surfaces
– Advantages:
• usually very accurate
– Disadvantage:
• extremely difficult to infer
anything from shading
values
Local shading models
• For point sources at infinity:
B( P)
B ( P)
s
ssources visible from P
( P) N ( P) S s
d
ssources visible from P
• For point sources not at infinity
B( P)
ssources visible from P
d ( P)
N (P) S (P)
rs ( P ) 2
Shadows cast by a point source
• A point that can’t see the
source is in shadow (self cast
shadow)
• For point sources, the
geometry is simple (i.e., the
relationship between shape
and shading is simple)
• Radiosity is a measurement of
one component of the surface
normal
B( P)
B ( P)
s
ssources visible from P
( P) N ( P) S s
d
ssources visible from P
Analogous to the geometry of
viewing in a perspective camera
Area source shadows
Are sources do not produce dark
shadows with crisp boundaries
1.
2.
3.
Out of shadow
Penumbra (“almost shadow”)
Umbra (“shadow”)
Photometric stereo
• Assume:
– A local shading model
– A set of point sources that are infinitely distant
– A set of pictures of an object, obtained in
exactly the same camera/object configuration
but using different sources
– A Lambertian object (or the specular
component has been identified and removed)
Monge patch
Projection model for surface recovery - Monge patch
In computer vision, it is often known as height map, depth map, or
dense depth map
Image model
• For each point source, we
know the source vector (by
assumption)
• We assume we know the
scaling constant of the linear
camera (i.e., intensity value is
linear in the surface radiosity)
• Fold the normal and the
reflectance into one vector g,
and the scaling constant and
source vector into another Vj
• Out of shadow:
I j ( x, y ) kB( x, y )
k ( x, y )( N ( x, y ) S j )
( x, y ) N ( x, y ) ( kS j )
g ( x, y ) V j
• g(x,y): describes the surface
• Vj: property of the illumination
and of the camera
• In shadow:
I j ( x, y ) 0
From many views
• From n sources, for each of which Vi is known
V1T
T
V
V 2
V T
n
I j ( x, y ) kB( x, y )
k ( x, y )( N ( x, y ) S j )
( x, y ) N ( x, y ) ( kS j )
g ( x, y ) V j
• For each image point, stack the measurements
i ( x , y ) ( I 1( x , y ), I 2( x , y ), , I n ( x , y )) T
• Solve least squares problem to obtain g
i( x, y ) V g ( x, y )
One linear system per point
I1 ( x, y ) V1T
T
I 2 ( x, y ) V2
g ( x, y )
I ( x, y ) V T
n
n
Dealing with shadows
i( x, y ) V g ( x, y )
I1 ( x, y ) V1T
T
I
(
x
,
y
)
2
V2
g ( x, y )
I ( x, y ) V T
n
n
I12 ( x, y ) I1 ( x, y )
0
0 V1T
2
T
I 2 ( x, y )
V2
I 2 ( x, y ) 0
g ( x, y )
0
I 2 ( x, y ) 0
V T
0
I
(
x
,
y
)
n
n
n
Known
Known
Known
Unknown
Recovering normal and
reflectance
• Given sufficient sources, we can solve the previous
equation (e.g., least squares solution) for g(x, y)
• Recall that g(x, y) = (x,y) N(x, y) , and N(x, y) is
the unit normal
• This means that alberdo x,y) =||g(x, y)||
• This yields a check
– If the magnitude of g(x, y) is greater than 1, there’s a
problem
• And N(x, y) = g(x, y) / x,y)
Five synthetic images
Generated from a sphere in a orthographic view from the same viewing position
Recovered reflectance
||g(x,y)||=ρ(x,y): the alberdo value should be in the range of 0 and 1
Recovered normal field
For viewing purpose, vector field is shown for every 16th pixel in each direction
Parametric surface tangents
x
v
v
u
x
u
Shape from normals
• Recall the surface is written as
( x , y , f ( x , y ))
• Parametric surface
x x, y y , z f ( x, y )
f
f
ru i k , rv j k
x
y
f
f
N r u rv i j k
x y
• This means the normal has the
form:
N ( x, y )
fx
1
f
y
2
2
f x f y 1
1
• If we write the known vector g
as
g1 ( x , y )
g ( x, y ) g 2 ( x, y )
g ( x, y )
3
• Then we obtain values for the
partial derivatives of the
surface:
f x( x , y ) g1 ( x , y ) / g 3 ( x , y )
f y ( x, y ) g 2 ( x, y ) / g 3 ( x, y )
Shape from normals
• Recall that mixed second partials are equal --- this gives us a check.
We must have:
( g 1 ( x , y ) / g 3 ( x , y )) ( g 2 ( x , y ) / g 3 ( x , y ))
y
x
(or they should be similar, at least)
• Known as integrability test
• We can now recover the surface height at any point by integration
along some path, e.g.
v
u
0
0
f (u , v ) f y ( 0, y ) dy f x ( x , v ) dx c
Recovered surface by integration
v
u
0
0
f (u , v ) f y ( 0, y ) dy f x ( x , v ) dx c
The illumination cone
What is the set of n-pixel images of an object under all
possible lighting conditions (at fixed pose)?
(Belhuemuer and Kriegman IJCV 99)
x2
x1
Single light source image
xn
N-dimensional
Image Space
The illumination cone
What is the set of n-pixel images of an object under all
possible lighting conditions (but fixed pose)?
Proposition: Due to the superposition of images, the set of
images is a convex polyhedral cone in the image space.
Illumination Cone
x2
Single light source images:
Extreme rays of cone
2-light source
image
x1
xn
N-dimensional
Image Space
Generating the illumination cone
For Lambertian surfaces, the illumination cone is determined by the 3D
linear subspace B(x,y), where
I ( x , y ) max( ( x , y ) n ( x , y ) s i ,0 ) max( B ( x , y ) s i ,0 )
i
i
When no shadows, then I ( x , y ) B ( x , y ) si
i
Use least-squares to find 3D linear subspace,
subject to the constraint
fxy=fyx (Georghiades, Belhumeur, Kriegman, PAMI, June, 2001)
3D linear subspace
ax,y fx(x,y)
fy(x,y)
albedo (surface normals)
Original (Training) Images
Surface. f(x,y) (albedo
textured mapped on surface)
Image-based rendering: Cast
shadows
Single Light Source
Face Movie
Yale face database B
• 10 Individuals
• 64 Lighting Conditions
• 9 Poses
=> 5,760 Images
Variable lighting
Limitation
• Local shading model is a poor description of
physical processes that give rise to images
– because surfaces reflect light onto one another
• This is a major nuisance; the distribution of light
(in principle) depends on the configuration of
every radiator; big distant ones are as important
as small nearby ones (solid angle)
• The effects are easy to model
• It appears to be hard to extract information from
these models
Interreflections - a global
shading model
• Other surfaces are now area sources - this
yields:
Radiosity at a surface Exitance Radiosity due to other surfaces
cos i cos s
B ( x ) E ( x ) d ( x ) B(u)
Vis ( x, u ) dAu
2
r ( x , u )
all other
sources
• Vis(x, u) is 1 if they can see each other, 0
if they can’t
What do we do about this?
• Attempt to build approximations
– Ambient illumination
• Study qualitative effects
– reflexes
– decreased dynamic range
– smoothing
• Try to use other information to control
errors
Ambient illumination
• Two forms
– Add a constant to the radiosity at every point in the
scene to account for brighter shadows than predicted
by point source model
• Advantages: simple, easily managed (e.g. how would you
change photometric stereo?)
• Disadvantages: poor approximation (compare black and
white rooms
– Add a term at each point that depends on the size of
the clear viewing hemisphere at each point
• Advantages: appears to be quite a good approximation, but
jury is out
• Disadvantages: difficult to work with