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04 Light and Shading 2023

This document summarizes a lecture on computer vision and light/shading from Shanghai Jiao Tong University. The lecture discusses physical models of how pixel brightness is determined from light sources and surface properties like albedo and specularity. It explains basic concepts like diffuse and specular reflection and how shadows are formed. It also introduces the technique of photometric stereo which can be used to infer 3D shape from multiple images of a surface lit under different known lighting conditions.

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0% found this document useful (0 votes)
35 views29 pages

04 Light and Shading 2023

This document summarizes a lecture on computer vision and light/shading from Shanghai Jiao Tong University. The lecture discusses physical models of how pixel brightness is determined from light sources and surface properties like albedo and specularity. It explains basic concepts like diffuse and specular reflection and how shadows are formed. It also introduces the technique of photometric stereo which can be used to infer 3D shape from multiple images of a surface lit under different known lighting conditions.

Uploaded by

evelyn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Shanghai Jiao Tong University

Instructor: Xu Zhao

Computer Vision Class No.: AU7005


Spring 2023

Xu Zhao @ Shanghai Jiao Tong university

Lecture 4: Light and Shading


Contents

❖ Physical models
❖ What makes a pixel take its brightness values?

❖ Inference from shading


❖ Photometric Stereo: Shape from Multiple Shaded

Images

Slides provided courtesy of Forsyth and Ponce


Basic model

❖ Light arrives at a surface


❖ from a light source
❖ from another surface
❖ It is reflected into the camera
❖ It arrives at a sensor at the back of the camera
❖ and a record is made 、

❖ this could be a linear or a non-linear function of the amount


of light

Effectes in camera
❖ Film: It’s non-linear and record is made by chemical processes
in the film.
❖ CCD: linear, with non-linearities made from electronics to mimic
film
❖ Camera response: linearly for most of the situations

Icamera(x) = k Ipatch(X)
Write X for a point in space that projects to x in the image,
Ipatch(X) for the intensity of the surface patch at X, and
Icamera(x) for the camera response at x. k is some constant
to be determined by calibration
7

Reflection at a surface
❖ Many effects when light strikes a surface, could be:
❖ absorbed; transmitted; reflected; scattered
❖ eg. some people can see arteries, veins under their skin
because light is transmitted through skin, reflected at blood
vessel, transmitted out
❖ Simplify, assume that
❖ surfaces don’t fluoresce
❖ surfaces don’t emit light (i.e. are cool)
❖ all the light leaving a point is due to that arriving at that
point

The important reflection modes


❖ Specular reflection (mirror like)
❖ Pure mirror: incoming, outgoing directions
and normal are coplanar. incoming,
outgoing angles to normal are equal
❖ Most specular surfaces: some light leaves
the surface along directions near to the
specular direction as well
❖ Diffuse reflection
❖ Light leaves in equal amounts in each
direction. So surface looks equally bright
from each viewing direction
9

D. Forsyth
Specularities
❖ Mirrors are bright: reflect most incoming light
❖ Most specular surfaces aren’t pure mirrors
❖ eg plastics; rough or brushed metal surfaces; lacquers
❖ The only significant specular reflection is the light source
❖ Result:  small, bright patches on specular surfaces
❖ Specularities
❖ Move when the light source moves
❖ Move when the viewing direction moves
❖ Shape, motion depend on local geometry of the surface
❖ Specular albedo
❖ percentage of incoming light that is specularly reflected

11

D. Forsyth
Flickr, by piratejohnny
Diffuse reflection
❖ Light leaves the surface evenly in all directions. eg. cotton
cloth, carpets, matte paper, matte paints, etc.
❖ Described by one parameter:   Albedo
❖ percentage of light arriving that leaves
❖ range 0-1, practical range is smaller (0.05-0.9)
❖ Light leaving is (Albedo)x(Light arriving)
❖ Ambiguity:  A surface could be dark because
❖ It reflects a small percentage of the light arriving
❖ There isn’t very much light arriving

13

How much light arrives?


❖ Assume source is far away
❖ So light travels in parallel rays

❖ (Light arriving) proportional to (number of rays striking


surface)
❖ Surface A below receives less light than surface B

❖ (number of rays striking surface) proportional to cos theta,


where theta is angle between normal and direction of travel
❖ Shadows: If point can’t see the light source, it is in shadow

14

• E.g. the sun


• energy travels in parallel rays

Sources-point source at infinity


• energy density received is proportional to cos theta

• E.g.
• energy
the sun
Write:
• p fortravels
• albedoin parallel rays
❖ Energy• travels
• energy inreceived
S fordensity
source parallel
vector rays
is proportional to cos theta
❖ Energy• density
N for normalreceived is proportional to cos theta
• p for albedo

Write:I for image intensity


• S for source vector
I(x) =normal(x)S · N(x)
• N for
• I for image intensity
- I(x) - image intensity
- S for source vector
I(x) = (x)S · N(x)
- N for normal
A B
- ρ is albedo

16

Diffuse+Specular model
❖ Most surfaces can be modeled as diffuse+specular
❖ surface parameters: 
❖ diffuse albedo
❖ specular albedo ❖ Seldom known, hard to measure,
❖ phong parameter ❖ usually not important
❖ This justifies the following strategy for many analyses
❖ Find and remove specularities,which are small, and bright
❖ Ignore the missing points, and treat the rest of the image as
diffuse

17

Shadows
❖ Most shadows aren’t dark
❖ because shadow points get light from other surfaces, not just light source
❖ Area sources
❖ Large, bright areas
❖ eg diffuser boxes, the sky
❖ Yield smooth, blurry shadows
❖ Points that can see the whole source are brighter
❖ Points that can see only part of the source are darker (penumbra)
❖ Points that can see no part of the source are darkest (umbra)
❖ Other surfaces behave like area sources
❖ Smooth, blurry shadows are common (and sometimes too faint to see)

18

Shadows cast
Shadows cast by
by a a point
point sourcesource
❖ A point can’t see the source is in shadow
❖ • A point that can’t see the source is in shadow
For point sources, the geometry is simple
• For point sources, the geometry is simple

21

Photometric stereo: shape from multiple shaded images

❖ Assumption:
❖ Orthographic projection: (x, y, f(x, y))- Monge patch
❖ Lambertain surface (diffuse model)
❖ Fixed camera and surface

❖ Photometric stereo: recover a representation of the Monge


patch from image data

22

x - a point on the surface


The brightness of x:
B(x) = ρ(x)N(x) ⋅ S1 V1 = kS1
Assume that the response of the camera is linear in the
surface radiosity, and so at pixel (x, y):
I(x, y) = kB(x) = kB(x, y) = kρ(x, y)N(x, y) ⋅ S1 = g(x, y) ⋅ v1

g(x, y) = ρ(x, y)N(x, y) v1 = kS1

g(x, y) - surface v1 - property of illumination


and camera

We want to reconstruct g
• If we have n sources, for each of which vi is known
and we stack each of these vi into a matrix

⎛V ⎞ 1
T

⎜ T⎟ • image measurements at per image point


⎜ V 2 ⎟
V=
⎜ ... ⎟ i(x, y) = {I1 (x, y), I 2 (x, y),..., I n (x, y)} T

⎜ T⎟
⎝ Vn ⎠
• Now we have a linear system:

i(x, y) = Vg(x, y)
Albedo:

ρ (x, y) = g(x, y)

Surface normal
g(x, y)
N(x, y) =
g(x, y)

The surface is (x,y,f(x,y)), so the normal as a function


of (x,y) is T
1 ⎧∂ f ∂ f ⎫
N(x, y) = ⎨ , ,1⎬
∂f 2
∂ f ⎩ ∂x ∂y ⎭
2
1+ +
∂x ∂y

To recover the depth map, we need to determine


f(x,y) from N. Unit normal at some point (x,y) is
(a(x,y), b(x,y), c(x,y))
∂ f a(x, y) ∂2 f ∂2 f
= =
∂x ∂y ∂y ∂x
∂x cb(x, y)
⎛ a(x, y) ⎞ ⎛ b(x, y) ⎞
∂ f b(x, y) ∂⎜ ⎟ ∂⎜
= ⎝ c(x, y) ⎠ ⎝ c(x, y) ⎟⎠
∂y c(x, y) − =0
∂y ∂x

recover f(x,y) by summing the change along some path

⎛∂f ∂f ⎞
∫ C ⎜⎝ ∂x ∂y ⎟⎠
f (x, y) = ! , ⋅ dl + c

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