CS4495/6495 Introduction to Computer Vision 5A-L1 Photometry Slides by Yin Li Thanks to Srinivasa Narasimhan, Shree Nayar, David Kreigman, Marc Pollefeys
Photometry: Measuring light Lighting Camera Physical Models Computer Scene
Lights, surfaces ,and shadows
Reflections
Refractions
Interreflections
Scattering
Surface appearance sensor source normal surface element β’ Image intensity = π( normal, surface reflectance, illumination ) β’ Surface reflection depends on both the viewing and illumination directions
Radiometry Radiance ( π ): Energy carried by a ray π ππ β’ Power per unit area perpendicular π to direction of travel , per unit solid ππ΅ angle ππ΅cosπ β’ Units: Watts per square meter per steradian ( ππ β2 π‘π β1 )
Radiometry Irradiance ( πΉ ): Energy arriving at a surface π ππ β’ Incident power in a given direction, per unit area π β’ Units: ππ β2 ππ΅ ππ΅cosπ
Foreshortening: A simple observation βPerpendicular lightβ βForeshortened lightβ
Radiometry Irradiance ( πΉ ): Energy arriving at a surface π ππ β’ Incident power in a given direction, per unit area π β’ Units: ππ β2 ππ΅ ππ΅cosπ For a surface receiving radiance π(π, π) coming in from ππ the corresponding irradiance is πΉ π, π = π π, π cosπ ππ
BRDF: Bidirectional Reflectance Distribution Function source sensor Z viewing π incident direction normal direction π π , π π π π π π π π , π π Y X surface π element Irradiance : Light per unit area incident on a surface Radiance : Light from the surface reflected in a given direction, within a given solid angle
BRDF: Bidirectional Reflectance Distribution Function source sensor Z viewing π incident direction normal direction π π , π π π π π π π π , π π Y X surface π element πΉ π‘π£π ππππ (π π , π π : Irradiance at surface from direction π π , π π π π‘π£π ππππ (π π , π π : Radiance from surface in direction π π , π π
BRDF: Bidirectional Reflectance Distribution Function source sensor Z viewing π incident direction normal direction π π , π π π π π π π π , π π Y X surface π element πΉ π‘π£π ππππ (π π , π π : Irradiance at surface from direction π π , π π π π‘π£π ππππ (π π , π π : Radiance from surface in direction π π , π π π π‘π£π ππππ (π π ,π π BRDF: π(π π , π π ; π π , π π ) = πΉ π‘π£π ππππ (π π ,π π
Important properties of BRDFs source sensor Z viewing π incident direction normal direction π π , π π π π π π π π , π π Y X surface π element Helmholtz Reciprocity: π π π , π π ; π π , π π = π π π , π π ; π π , π π
Important properties of BRDFs source sensor Z viewing π incident direction normal direction π π , π π π π π π π π , π π Y X surface π element Rotational Symmetry (Isotropy): π π π , π π ; π π , π π = π π π , π π , π π β π π
BRDFβs can be incredibly complicatedβ¦
Reflection Models source incident Body (diffuse) Reflection: direction body β’ Diffuse Reflection reflection β’ Matte Appearance surface β’ Non-Homogeneous medium β’ Clay, paper, etc.
Reflection Models Body (diffuse) Reflection: β’ Diffuse Reflection β’ Matte Appearance β’ Non-Homogeneous medium β’ Clay, paper, etc.
Reflection Models incident surface source Surface Reflection: direction reflection β’ Specular Reflection β’ Glossy Appearance surface β’ Highlights β’ Dominant for Metals
Reflection Models Surface Reflection: β’ Specular Reflection β’ Glossy Appearance β’ Highlights β’ Dominant for Metals
Reflection Models surface source incident reflection direction Image Intensity = body Body Reflection + reflection Surface Reflection surface
Diffuse Reflection and Lambertian BRDF β’ Only body reflection, and no specular reflection β’ Lamberts law β essentially a patch looks equally bright from every direction.
Diffuse Reflection and Lambertian BRDF
Diffuse Reflection and Lambertian BRDF source intensity π½ sensor incident viewing normal π direction direction π π π π π‘ π€ surface element β’ Surface appears equally bright from all directions! (independent of π€ )
Diffuse Reflection and Lambertian BRDF source intensity π½ sensor incident viewing normal π direction direction π π π π π‘ π€ surface element β’ Lambertian BRDF is simply a constant β the albedo : π(π π , π π ; π π , π π ) = π π
Diffuse Reflection and Lambertian BRDF source intensity π½ sensor incident viewing normal π direction direction π π π‘ π€ surface element β’ Surface Radiance: π = π π π½ cos π π = π π π½ ( π β π‘ ) source intensity
Diffuse Reflection and Lambertian BRDF source intensity π½ sensor incident viewing normal π direction direction π π π‘ π€ surface element β’ Surface Radiance: π = π π π½ cos π π = π π π½ ( π β π‘ ) source intensity
Specular Reflection and Mirror BRDF How about a mirror? Reflection only at mirror angle
Specular Reflection and Mirror BRDF specular/mirror source intensity π½ direction π π π , π π incident normal π viewing direction π‘ direction π π π π€ sensor π π , π π π€ π π€ , π π€ surface element β’ All incident light reflected in a single direction (visible when π€ = π )
Specular Reflection and Mirror BRDF specular/mirror source intensity π½ direction π π π , π π incident normal π viewing direction π‘ direction π π π π€ sensor π π , π π π€ π π€ , π π€ surface element β’ Mirror BRDF is simply a double-delta function: π(π π , π π ; π π€ , π π€ ) = π π‘ π(π π β π π€ ) π(π π + π β π π )
Specular Reflection and Mirror BRDF specular/mirror source intensity π½ direction π π π , π π incident normal π viewing direction π‘ direction π π π π€ sensor π π , π π π€ π π€ , π π€ surface element β’ Surface Radiance: π = π½ π π‘ π π π β π π€ π π π + π β π π€
Specular Reflection and Mirror BRDF specular/mirror source intensity π½ direction π π π , π π incident normal π viewing direction π‘ direction π π π π€ sensor π π , π π π€ π π€ , π π€ surface element β’ Surface Radiance: π = π½π π‘ π π β π€ or π½ π π‘ π π β β ( β is the βhalf angleβ)
Specular Reflection and Glossy BRDF π π = π½ π π‘ π β π€
Specular reflection Moving the light source Changing the exponent
Phong Reflection Model The BRDF of many surfaces can be approximated by: Lambertian + Specular Model source source normal Lambertian Specular Model
Diffuse + Specular Reflection diffuse specular diffuse + specular
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