Capturing light Source: A. Efros. Image formation How bright is the image of a scene point?

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Presentation transcript:

Capturing light Source: A. Efros

Image formation How bright is the image of a scene point?

Radiometry: Measuring light The basic setup: a light source is sending radiation to a surface patch What matters: How big the source and the patch “look” to each other source patch

Solid Angle The solid angle subtended by a region at a point is the area projected on a unit sphere centered at that point Units: steradians The solid angle d  subtended by a patch of area dA is given by: A

Radiance Radiance (L): energy carried by a ray Power per unit area perpendicular to the direction of travel, per unit solid angle Units: Watts per square meter per steradian (W m -2 sr -1 ) dA n θ dωdω

Radiance The roles of the patch and the source are essentially symmetric dA 2 θ1θ1 θ2θ2 dA 1 r

dA Irradiance Irradiance (E): energy arriving at a surface Incident power per unit area not foreshortened Units: W m -2 For a surface receiving radiance L coming in from d  the corresponding irradiance is n θ dωdω

Radiometry of thin lenses L: Radiance emitted from P toward P’ E: Irradiance falling on P’ from the lens What is the relationship between E and L? Forsyth & Ponce, Sec

Radiometry of thin lenses o dA dA’ Area of the lens: The power δP received by the lens from P is The irradiance received at P’ is The radiance emitted from the lens towards P’ is Solid angle subtended by the lens at P’

Radiometry of thin lenses Image irradiance is linearly related to scene radiance Irradiance is proportional to the area of the lens and inversely proportional to the squared distance between the lens and the image plane The irradiance falls off as the angle between the viewing ray and the optical axis increases Forsyth & Ponce, Sec

Radiometry of thin lenses Application: S. B. Kang and R. Weiss, Can we calibrate a camera using an image of a flat, textureless Lambertian surface? ECCV 2000.Can we calibrate a camera using an image of a flat, textureless Lambertian surface?

From light rays to pixel values Camera response function: the mapping f from irradiance to pixel values Useful if we want to estimate material properties Enables us to create high dynamic range images Source: S. Seitz, P. Debevec

From light rays to pixel values Camera response function: the mapping f from irradiance to pixel values Source: S. Seitz, P. Debevec For more info P. E. Debevec and J. Malik. Recovering High Dynamic Range Radiance Maps from Photographs. In SIGGRAPH 97, August 1997Recovering High Dynamic Range Radiance Maps from PhotographsSIGGRAPH 97

The interaction of light and surfaces What happens when a light ray hits a point on an object? Some of the light gets absorbed –converted to other forms of energy (e.g., heat) Some gets transmitted through the object –possibly bent, through “refraction” –Or scattered inside the object (subsurface scattering) Some gets reflected –possibly in multiple directions at once Really complicated things can happen –fluorescence Let’s consider the case of reflection in detail Light coming from a single direction could be reflected in all directions. How can we describe the amount of light reflected in each direction? Slide by Steve Seitz

Bidirectional reflectance distribution function (BRDF) Model of local reflection that tells how bright a surface appears when viewed from one direction when light falls on it from another Definition: ratio of the radiance in the emitted direction to irradiance in the incident direction Radiance leaving a surface in a particular direction: integrate radiances from every incoming direction scaled by BRDF:

BRDFs can be incredibly complicated…

Diffuse reflection Light is reflected equally in all directions Dull, matte surfaces like chalk or latex paint Microfacets scatter incoming light randomly BRDF is constant Albedo: fraction of incident irradiance reflected by the surface Radiosity: total power leaving the surface per unit area (regardless of direction)

Viewed brightness does not depend on viewing direction, but it does depend on direction of illumination Diffuse reflection: Lambert’s law N S B: radiosity ρ: albedo N: unit normal S: source vector (magnitude proportional to intensity of the source) x

Specular reflection Radiation arriving along a source direction leaves along the specular direction (source direction reflected about normal) Some fraction is absorbed, some reflected On real surfaces, energy usually goes into a lobe of directions Phong model: reflected energy falls of with Lambertian + specular model: sum of diffuse and specular term

Specular reflection Moving the light source Changing the exponent

Photometric stereo (shape from shading) Can we reconstruct the shape of an object based on shading cues? Luca della Robbia, Cantoria, 1438

Photometric stereo Assume: A Lambertian object A local shading model (each point on a surface receives light only from sources visible at that point) A set of known light source directions A set of pictures of an object, obtained in exactly the same camera/object configuration but using different sources Orthographic projection Goal: reconstruct object shape and albedo SnSn ??? S1S1 S2S2 Forsyth & Ponce, Sec. 5.4

Surface model: Monge patch Forsyth & Ponce, Sec. 5.4

Image model Known: source vectors S j and pixel values I j (x,y) We also assume that the response function of the camera is a linear scaling by a factor of k Combine the unknown normal N(x,y) and albedo ρ(x,y) into one vector g, and the scaling constant k and source vectors S j into another vector V j : Forsyth & Ponce, Sec. 5.4

Least squares problem Obtain least-squares solution for g(x,y) Since N(x,y) is the unit normal,  (x,y) is given by the magnitude of g(x,y) (and it should be less than 1) Finally, N(x,y) = g(x,y) /  (x,y) (n × 1) known unknown (n × 3)(3 × 1) Forsyth & Ponce, Sec. 5.4 For each pixel, we obtain a linear system:

Example Recovered albedo Recovered normal field Forsyth & Ponce, Sec. 5.4

Recall the surface is written as This means the normal has the form: Recovering a surface from normals If we write the estimated vector g as Then we obtain values for the partial derivatives of the surface: Forsyth & Ponce, Sec. 5.4

Recovering a surface from normals Integrability: for the surface f to exist, the mixed second partial derivatives must be equal: We can now recover the surface height at any point by integration along some path, e.g. Forsyth & Ponce, Sec. 5.4 (for robustness, can take integrals over many different paths and average the results) (in practice, they should at least be similar)

Surface recovered by integration Forsyth & Ponce, Sec. 5.4

Limitations Orthographic camera model Simplistic reflectance and lighting model No shadows No interreflections No missing data Integration is tricky

Finding the direction of the light source I(x,y) = N(x,y) ·S(x,y) + A Full 3D case: For points on the occluding contour: P. Nillius and J.-O. Eklundh, “Automatic estimation of the projected light source direction,” CVPR 2001 N S

Finding the direction of the light source P. Nillius and J.-O. Eklundh, “Automatic estimation of the projected light source direction,” CVPR 2001

Application: Detecting composite photos Fake photo Real photo