Image formation ECE 847: Digital Image Processing Stan Birchfield

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Presentation transcript:

Image formation ECE 847: Digital Image Processing Stan Birchfield Clemson University

Cameras First photograph due to Niepce Basic abstraction is the pinhole camera lenses required to ensure image is not too dark various other abstractions can be applied F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Image formation overview Image formation involves geometry – path traveled by light radiometry – optical energy flow photometry – effectiveness of light to produce “brightness” sensation in human visual system colorimetry – physical specifications of light stimuli that produce given color sensation sensors – converting photons to digital form

Pinhole camera D. Forsyth, http://luthuli.cs.uiuc.edu/~daf/book/bookpages/slides.html

Parallel lines meet: vanishing point each set of parallel lines (=direction) meets at a different point The vanishing point for this direction Sets of parallel lines on the same plane lead to collinear vanishing points. The line is called the horizon for that plane

Perspective projection Properties of projection: Points go to points Lines go to lines Planes go to whole image Polygons go to polygons Degenerate cases line through focal point to point plane through focal point to line k O P Q j i p q C f F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Perspective projection (cont.) F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Weak perspective projection perspective effects, but not over the scale of individual objects collect points into a group at about the same depth, then divide each point by the depth of its group D. Forsyth, http://luthuli.cs.uiuc.edu/~daf/book/bookpages/slides.html

Weak perspective (cont.) F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Orthographic projection Let Z0=1: F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Pushbroom cameras

Pinhole size Pinhole too big - many directions are averaged, blurring the image Pinhole too small- diffraction effects blur the image Generally, pinhole cameras are dark, because a very small set of rays from a particular point hits the screen. D. Forsyth, http://luthuli.cs.uiuc.edu/~daf/book/bookpages/slides.html

The reason for lenses D. Forsyth, http://luthuli.cs.uiuc.edu/~daf/book/bookpages/slides.html

The thin lens focal points D. Forsyth, http://luthuli.cs.uiuc.edu/~daf/book/bookpages/slides.html

Focusing http://www.theimagingsource.com

Thick lens thick lens has 6 cardinal points: two focal points (F1 and F2) two principal points (H1 and H2) two nodal points (N1 and N2) complex lens is formed by combining individual concave and convex lenses http://physics.tamuk.edu/~suson/html/4323/thick.html D. Forsyth, http://luthuli.cs.uiuc.edu/~daf/book/bookpages/slides.html

Complex lens All but the simplest cameras contain lenses which are actually composed of several lens elements http://www.cambridgeincolour.com/tutorials/camera-lenses.htm

Choosing a lens How to select focal length: x=fX/Z f=xZ/X Lens format should be >= CCD format to avoid optical flaws at the rim of the lens http://www.theimagingsource.com/en/resources/whitepapers/download/choosinglenswp.en.pdf

Lenses – Practical issues standardized lens mount has two varieties: C mount CS mount CS mount lenses cannot be used with C mount cameras http://www.theimagingsource.com/en/resources/whitepapers/download/choosinglenswp.en.pdf

Spherical aberration perfect lens actual lens On a real lens, even parallel rays are not focused perfectly http://en.wikipedia.org/wiki/Spherical_aberration

Chromatic aberration On a real lens, different wavelengths are not focused the same http://en.wikipedia.org/wiki/Chromatic_aberration

Radial distortion straight lines are curved: uncorrected corrected

Radial distortion (cont.) Two types: barrel distortion (more common) pincushion distortion barrel pincushion http://en.wikipedia.org/wiki/Image_distortion http://foto.hut.fi/opetus/260/luennot/11/atkinson_6-11_radial_distortion_zoom_lenses.jpg

Vignetting vignetting – reduction of brightness at periphery of image D. Forsyth, http://luthuli.cs.uiuc.edu/~daf/book/bookpages/slides.html

Normalized Image coordinates 1 O u=X/Z = dimensionless ! P F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Pixel units Pixels are on a grid of a certain dimension f O u=k f X/Z = in pixels ! [f] = m (in meters) [k] = pixels/m P F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Pixel coordinates We put the pixel coordinate origin on topleft f O u=u0 + k f X/Z P F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Pixel coordinates in 2D 640 (0.5,0.5) (u0,v0) i 480 (640.5,480.5) j F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Summary: Intrinsic Calibration skew 5 Degrees of Freedom ! F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Camera Pose In order to apply the camera model, objects in the scene must be expressed in camera coordinates. Camera Coordinates World Coordinates Calibration target looks tilted from camera viewpoint. This can be explained as a difference in coordinate systems. F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Rigid Body Transformations Need a way to specify the six degrees-of-freedom of a rigid body. Why are there 6 DOF? A rigid body is a collection of points whose positions relative to each other can’t change Fix one point, three DOF Fix second point, two more DOF (must maintain distance constraint) Third point adds one more DOF, for rotation around line F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Notations Superscript references coordinate frame AP is coordinates of P in frame A BP is coordinates of P in frame B Example: F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Translation F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Translation Using homogeneous coordinates, translation can be expressed as a matrix multiplication. Translation is commutative F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Rotation means describing frame A in The coordinate system of frame B F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Rotation Orthogonal matrix! F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Example: Rotation about z axis What is the rotation matrix? F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Rotation in homogeneous coordinates Using homogeneous coordinates, rotation can be expressed as a matrix multiplication. Rotation is not commutative F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Rigid transformations F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Rigid transformations (con’t) Unified treatment using homogeneous coordinates. F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Projective Camera Matrix 5+6 DOF = 11 ! F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Projective Camera Matrix 5+6 DOF = 11 ! F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Columns & Rows of M m2P=0 O F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Effect of Illumination (Subject 8 from the Yale face database due to P. Belhumeur et. al.) Light source strength and direction has a dramatic impact on distribution of brightness in the image (e.g. shadows, highlights, etc.) F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Image formation Light source emits photons Absorbed, transmitted, scattered fluorescence source Camera F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Surfaces receives and emits Incident light from lightfield Act as a light source How much light ? F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Irradiance Irradiance – amount of light falling on a surface patch symbol=E, units = W/m2 dA F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Radiosity power leaving a point per area symbol=B, units = W/m2 dA F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Light = Directional Light emitted varies w. direction F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Steradians (Solid Angle) 3D analogue of 2D angle A R F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Steradians (cont’d) F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Polar Coordinates F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Intensity Intensity – amount of light emitted from a point per steradian symbol=I, units = W/sr F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Irradiance and Intensity dA F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Radiance Radiance – amount of light passing through an area dA and symbol=L, units = W x m-2 x sr-1 Photons passing through dA with direction in dw F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Radiance is important Response of camera/eye is proportional to radiance Pixel values Constant along a ray F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Lightfield = Gibson optic array ! 5DOF: Position = 3DOF, 2 DOF for direction F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Lightfield Sampler F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Lightfield Sample F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Lambertian Emitters Lambertian = constant radiance More photons emitted straight up Oblique: see fewer photons, but area looks smaller Same brightness ! Total power is proportional to wedge area “Cosine law” Sun approximates Lambertian: Different angle, same brightness Moon should be less bright at edges, as gets less light from sun. Reflects more light at grazing angles than a Lambertian reflector F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Radiance Emitted/Reflected Radiance – amount of light emitted from a surface patch per steradian per area foreshortened ! dA F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Calculating Radiosity If reflected light is not dependent on angle, then can integrate over angle: radiosity is an approximate radiometric unit F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Example: Sun Power= 3.91 1026 W Surface Area:6.07 1018 m2 Power = Radiance . Area .  L = 2.05 107 W/m2.sr Example from P. Dutre SIGGRAPH tutorial F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Irradiance (again) Integrate incoming radiance over hemisphere F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Example: Sun F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

BRDF E L Symmetric in incoming and outgoing directions – this is the Helmholtz reciprocity principle F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

BRDF Example                                                                     F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

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: The ubiquitous pi again. Tell students that this derivation follows that a few slides back. F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

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 F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Lambertian + specular Widespread model Advantages Disadvantages 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 F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Radiometry vs. Photometry http://www.optics.arizona.edu/Palmer/rpfaq/rpfaq.htm F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Sensors CCD vs. CMOS Types of CCDs: linear, interline, full-frame, frame-transfer Bayer filters progressive scan vs. interlacing NTSC vs. PAL vs. SECAM framegrabbers blooming F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Bayer color filter http://en.wikipedia.org/wiki/Bayer_filter

Adobe’s plenoptic lens captures multiple views of the scene from slightly different viewpoints David Salesin and Todor Georgiev F. Dellaert, http://www.cc.gatech.edu/~dellaert/vision/html/materials.html

Raw image from plenoptic system http://livesmooth.istreamplanet.com/nvidia100921/

Reconstructed image

Change the focus

Lenticular display http://en.wikipedia.org/wiki/Lenticular_printing