Computer Vision Radiometry. Bahadir K. Gunturk2 Radiometry Radiometry is the part of image formation...

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Transcript of Computer Vision Radiometry. Bahadir K. Gunturk2 Radiometry Radiometry is the part of image formation...

Computer Vision

Radiometry

Bahadir K. Gunturk 2

Radiometry

Radiometry is the part of image formation concerned with the relation among the amounts of

light energy emitted from light sources, reflected from surfaces, and registered by sensors.

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Foreshortening

A big source, viewed at a glancing angle, must produce the same effect as a small source viewed frontally.

This phenomenon is known as foreshortening.

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Solid Angle

Solid angle is defined by the projected area of a surface patch onto a unit sphere of a point.

(Solid angle is subtended by a point and a surface patch.)

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Solid Angle

Arc length

r

d r d

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Solid Angle

Solid angle is defined by the projected area of a surface patch onto a unit sphere of a point.

2sin sindA rd r d r d d

22 2

0 0

sin 4TotalArea r d d r

dA

2sin

dAdw d d

r

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Solid Angle

Similarly, solid angle due to a line segment is

r

dl

d

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Radiance

The distribution of light in space is a function of position and direction.

The appropriate unit for measuring the distribution of light in space is radiance, which is defined as the power (the amount of energy per unit time) traveling at some point in a specified direction, per unit area perpendicular to the direction of travel, per unit solid angle.

In short, radiance is the amount of light radiated from a point… (into a unit solid angle, from a unit area).

Radiance = Power / (solid angle x foreshortened area)

W/sr/m2W is Watt, sr is steradian, m2 is meter-squared

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Radiance

Radiance from dS to dR

Radiance = Power / (solid angle x foreshortened area)

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Radiance

Example: Infinitesimal source and surface patches

Source

Illuminated surface

2

1 1 21 1 2 2 1 1

( , )cos cos cos

d r dL

dw dA dA dA

x x x

Radiance at x1 leaving to x2

2 22

cosdAdw

r

Radiance = Power / (solid angle x foreshortened area)

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Radiance

Source

Illuminated surface

Power at x1 leaving to x2

2 22

cosdAdw

r

1 1 2 1 1( , ) cosd L dw dA x x x

1 1 2 2 2 1 12

( , ) cos cosL dA dA

r

x x x

Radiance = Power / (solid angle x foreshortened area)

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Radiance

The medium is vacuum, that is, it does not absorb energy. Therefore, the power reaching point x2 is equal to the power leaving for x2 from x1.

Power at x2 from direction x1 is

1 1 2 2 2 1 12

( , ) cos cosL dA dAd

r

x x x

Let the radiance arriving at x2 from the direction of x1 is

Source

Illuminated surface

2

2 1 22 2 1 1 2 2

( , )cos cos cos

d r dL

dw dA dA dA

x x x

1 12

cosdAdw

r

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Radiance

Radiance is constant along a straight line.

1 1 2 2 1 2( , ) ( , )L L x x x x x x

Source

Illuminated surface

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Point Source

Many light sources are physically small compared with the environment in which they stand.

Such a light source is approximated as an extremely small sphere, in fact, a point.

Such a light source is known as a point source.

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Radiance Intensity

If the source is a point source, we use radiance intensity.

2

2 2cos

d r dI

dw dA

2 22

cosdAdw

r

Radiance intensity = Power / (solid angle)

Illuminated surface

Source

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Light at Surfaces

When light strikes a surface, it may be absorbed, transmitted, or scattered; usually, combination of these effects occur.

It is common to assume that all effects are local and can be explained with a local interaction model. In this model:

The radiance leaving a point on a surface is due only to radiance arriving at this point.

Surfaces do not generate light internally and treat sources separately.

Light leaving a surface at a given wavelength is due to light arriving at that wavelength.

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Light at Surfaces

In the local interaction model, fluorescence, [absorb light at one wavelength and then radiate light at a different wavelength], and emission [e.g., warm surfaces emits light in the visible range] are neglected.

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Irradiance

Irradiance is the total incident power per unit area.

Irradiance = Power / Area

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Irradiance

What is the irradiance due to source from angle ?

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Irradiance

( , , ) cos( , , ) cosi i i ii i i i

L x dw dAdIrradiance L x dw

dA dA

dA

What is the irradiance due to source from angle ?

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Irradiance

What is the total irradiance?

Integrate over the whole hemisphere.

Exercise: Suppose the radiance is constant from all directions. Calculate the irradiance.

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Irradiance

Exercise: Calculate the irradiance at O due to a plate source at O’.

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Irradiance due to a Point Source

For a point source,

2

cosi i

d r dI

dw dA

2

cosi idAdw

r

2

cosi idAd I

r

2

cos i

i

dIrradiance I

dA r

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The Relationship Between Image Intensity and Object Radiance

We assume that there is no power loss in the lens.

The power emitted to the lens is

0 0cosobjectd L dA dw

Diameter of lens

Radiance of object

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The Relationship Between Image Intensity and Object Radiance

The solid angle for the entire lens is

The power emitted to the lens is

0 0cosobjectd L dA dw

Diameter of lens 2

0 2

/ 4 cosddw

r

2

0 2

coscos

4object

dL dA

r

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The Relationship Between Image Intensity and Object Radiance Diameter of

lensThe solid angle at O can be written in two ways.

022

coscos

'

pdAdA

r OA

' / cosOA f

Note that

3

02 2

coscos pdAdA

r f

Therefore

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The Relationship Between Image Intensity and Object Radiance Diameter of

lensCombine

3

02 2

coscos pdAdA

r f

to get

2

0 2

coscos

4object

dd L dA

r

2

4cos4 object p

dd L dA

f

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The Relationship Between Image Intensity and Object Radiance Diameter of

lensTherefore the irradiance on the image plane is

2

4cos4 object

p

d dIrradiance L

dA f

The irradiance is converted to pixel intensities, which is directly proportional to the radiance of the object.

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Surface Characteristics

We want to describe the relationship between incoming light and reflected light.

This is a function of both the direction in which light arrives at a surface and the direction in which it leaves.

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Bidirectional Reflectance Distribution Function (BRDF)

BRDF is defined as the ratio of the radiance in the outgoing direction to the incident irradiance.

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Bidirectional Reflectance Distribution Function (BRDF)

The radiance leaving a surface due to irradiance in a particular direction is easily obtained from the definition of BRDF:

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Bidirectional Reflectance Distribution Function (BRDF)

The radiance leaving a surface due to irradiance in all incoming directions is

where Omega is the incoming hemisphere.

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Lambertian Surface

A Lambertian surface has constant BRDF.

constant

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Lambertian Surface

A Lambertian surface looks equally bright from any view direction.

The image intensities of the surface only changes with the illumination directions.

constant

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Lambertian Surface

For a Lambertian surface, the outgoing radiance is proportional to the incident radiance.

If the light source is a point source, a pixel intensity will only be a function of

constant

2

cos i

i

dIrradiance I

dA r

Remember, for a point source

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Specular Surface

The glossy or mirror like surfaces are called specular surfaces.

Radiation arriving along a particular direction can only leave along the specular direction, obtained from the surface normal.

*The term Specular comes from the Latin word speculum, meaning mirror.

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Specular Surface

Few surfaces are ideally specular. Specular surfaces commonly reflect light into a lobe of directions around the specular direction.

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Lambertian + Specular Model

Relatively few surfaces are either ideal diffuse or perfectly specular.

The BRDF of many surfaces can be approximated as a combination of a Lambertian component and a specular component.

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Lambertian + Specular Model

Lambertian Lambertian + Specular

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Radiosity

Radiosity, defined as the total power leaving a point. To obtain the radiosity of a surface at a point, we can

sum the radiance leaving the surface at that point over the whole hemisphere.

Part II

Shading

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Point Source

For a point source,

2

cosi i

d r dI

dw dA

2

cosi idAdw

r

2

cosi idAd I

r

2

cos i

i

dIrradiance I

dA r

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A Point Source at Infinity

The radiosity due to a point source at infinity is

( )xN( )xS

x

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Local Shading Models for Point Sources

The radiosity due to light generated by a set of point sources is

Radiosity due to source s

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Local Shading Models for Point Sources

If all the sources are point sources at infinity, then

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Ambient Illumination

For some environments, the total irradiance a patch obtains from other patches is roughly constant and roughly uniformly distributed across the input hemisphere.

In such an environment, it is possible to model the effect of other patches by adding an ambient illumination term to each patch’s radiosity.

+ B0

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Photometric Stereo

If we are given a set of images of the same scene taken under different given lighting sources, can we recover the 3D shape of the scene?

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Photometric Stereo

For a point source and a Lambertian surface, we can write the image intensity as

Suppose we are given the intensities under three lighting conditions:

Camera and object are fixed, so a particular pixel intensity is only a function of lighting direction si.

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Photometric Stereo

Stack the pixel intensities to get a vector

The surface normal can be found as

Since n is a unit vector

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Photometric Stereo

If we have more than three sources, we can find the least squares estimate using the pseudo inverse:

As a result, we can find the surface normal of each point, hence the 3D shape

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Photometric Stereo

When the source directions are not given, they can be estimated from three known surface normals.

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Photometric Stereo

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Photometric Stereo

Surface normals 3D shape

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Photometric Stereo

(by Xiaochun Cao)

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Photometric Stereo (by Xiaochun Cao)