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Basic Principles of Surface Reflectance Lecture #3 Thanks to Shree Nayar, Ravi Ramamoorthi, Pat Hanrahan
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Methods Relying on Surface Reflectance Shape from Shading Photometric Stereo Reflection Separation Texture Modeling
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Computer Vision: Building Machines that See Lighting Scene Camera Computer Physical Models We need to understand the relation between the lighting, surface reflectance and medium and the image of the scene.
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Surface Appearance Image intensities = f ( normal, surface reflectance, illumination ) Surface Reflection depends on both the viewing and illumination direction. source sensor surface element normal
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BRDF: Bidirectional Reflectance Distribution Function x y z source viewing direction surface element normal incident direction Irradiance at Surface in direction Radiance of Surface in direction BRDF :
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Important Properties of BRDFs x y z source viewing direction surface element normal incident direction BRDF is only a function of 3 variables : Rotational Symmetry: BRDF does not change when surface is rotated about the normal. Helmholtz Reciprocity: (follows from 2 nd Law of Thermodynamics) BRDF does not change when source and viewing directions are swapped.
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Derivation of the Scene Radiance Equation From the definition of BRDF:
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Derivation of the Scene Radiance Equation – Important! From the definition of BRDF: Write Surface Irradiance in terms of Source Radiance: Integrate over entire hemisphere of possible source directions: Convert from solid angle to theta-phi representation:
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Differential Solid Angle and Spherical Polar Coordinates
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Mechanisms of Reflection source surface reflection surface incident direction body reflection Body Reflection: Diffuse Reflection Matte Appearance Non-Homogeneous Medium Clay, paper, etc Surface Reflection: Specular Reflection Glossy Appearance Highlights Dominant for Metals Image Intensity = Body Reflection + Surface Reflection
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Mechanisms of Surface Reflection Body Reflection: Diffuse Reflection Matte Appearance Non-Homogeneous Medium Clay, paper, etc Surface Reflection: Specular Reflection Glossy Appearance Highlights Dominant for Metals Many materials exhibit both Reflections:
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Diffuse Reflection and Lambertian BRDF viewing direction surface element normal incident direction Lambertian BRDF is simply a constant : albedo Surface appears equally bright from ALL directions! (independent of ) Surface Radiance : Commonly used in Vision and Graphics! source intensity source intensity I
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Diffuse Reflection and Lambertian BRDF
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White-out Conditions from an Overcast Sky CAN’T perceive the shape of the snow covered terrain! CAN perceive shape in regions lit by the street lamp!! WHY?
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Diffuse Reflection from Uniform Sky Assume Lambertian Surface with Albedo = 1 (no absorption) Assume Sky radiance is constant Substituting in above Equation: Radiance of any patch is the same as Sky radiance !! (white-out condition)
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Specular Reflection and Mirror BRDF source intensity I viewing direction surface element normal incident direction specular/mirror direction Mirror BRDF is simply a double-delta function : Very smooth surface. All incident light energy reflected in a SINGLE direction. (only when = ) Surface Radiance : specular albedo
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Specular Reflections in Nature Compare sizes of objects and their reflections! The reflections when seen from a lower view point are always longer than when viewed from a higher view point. It's surprising how long the reflections are when viewed sitting on the river bank.
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Specular Reflections in Nature The reflections of bright objects have better perceived contrast. Intensity of reflected light is a fraction of the direct light – [Fresnel term (derivation in a later class)]
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Papers to Read http://grail.cs.washington.edu/projects/sam/ Shape and Materials by Example: A Photometric Stereo Approach http://www.eecs.harvard.edu/~zickler/helmholtz.html Helmholtz Stereopsis http://www.eecs.harvard.edu/~zickler/dichromaticediting.html http://www.eecs.harvard.edu/~zickler/projects/colorsubspaces.html Color Subspaces as Photometric Invariants Specularity Removal and Dichromatic Editing
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