The perception of Shading and Reflectance

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The perception of Shading and
Reflectance
E.H. Adelson, A.P. Pentland
Presenter: Stefan Zickler
The “Intrinsic Image”


the underlying physical properties
of a scene.
Looking at a 2D image, what does
its 3-dimensional source model look
like?
What makes an image?

A combination of three factors:



Lighting
Shading
Reflectance
Lighting

Variables:




Number of light sources
Intensity
Position
Distribution (Spot-light or Global)
Reflectance

How a surface’s material changes
the light:




Color
Absorbance
Transparency
Etc…
Shading

A change to the angle of incidence
of light based on the surface
normal.
a simple formulation of an image in
terms of reflectance and shading

I(x,y) = r(x,y) s(x,y)


r(x,y) is the reflectance image
s(x,y) is the shading image / luminance
image

where s(x,y) = λ N(x,y)·L



N(x,y) is the surface normal
L is the illumination direction
λ is the “luminous flux”, meaning intensity of
light.
The bad news

Any 2D image can be described by
infinitely many 3D models of
shading and reflectance (the most
simple being a flat 2D screen,
colored with the image).
The good news


Humans are easily able to reason
about which intrinsic 3D model is
likely to be the correct one.
Therefore, a computer should be
able do the same…
How do we find the best intrinsic
image?


A perception should correspond to
the simplest or likeliest
explanation.
One way to define simplicity is by
introducing a cost-function.
The “workshop” metaphor


A generative model for shading,
reflectance, and lighting.
We have three workers:



Painter
Sheet Metal Worker
Lighting Designer
The painter


Can paint polygons with
certain colors.
Works on the
reflectance component
of our image.
The metal-worker



Can cut out new pieces of metal
Can bend pieces of metal
This is the shading component of
our image.
The Lighting Designer


Can position lights to illuminate a
scene.
Can chose between flood lights and
spot lights.
What does this give us?


A fairly complete generative model
to create any arbitrary 3D scene
How do we enforce simplistic
solutions?

Through a cost-function.
The pricelist



Painter Fees:
 Paint rectangular patch:
 Paint general polygon:
Sheet Metal Worker Fees:
 Right angle cuts
 Odd angle cuts
 Right angle bends
 Odd angle bends
Lighting Designer Fees:
 Flood light
 Custom spot light
$5 each
$5 each
$2
$5
$2
$5
each
each
each
each
$5 each
$30 each
Each worker can create an entire image with
a minimum of help from the other workers.



Painter’s solution:

Paint 9 polygons:

Setup 1 flood light

Cut 1 rectangle

Total
$180
$5
$8
$193
Sheet metal worker's solution:

Cut 24 odd angles
$120

Bend 6 odd angles
$30

Set up 1 flood light
$5

Total
$155
Lighting Designer's solution:

Cut 1 Rectangle
$8

Set up 9 spot lights $270

Total
$278
We need a supervisor

His role:


Coordinate the three workers to find a
cooperative solution with the minimum
overall cost.
In more scientific terms:

To perform a search through the entire
solution space and find the point of
minimum overall cost.
The supervisor’s solution:

Supervisor's solution:






Cut 1 rectangle
Paint 3 rectangles
Bend 2 right angles
Supervisor's fee
Total
$8
$5
$4
$30
$47
Compare to:



Painter’s solution:
Metal Worker’s solution:
Lighting Worker’s solution:
$193
$155
$278
Tweaking the price-list:
Discouraging naïve solutions




Make naïve solutions expensive.
We don’t want our algorithm to
simply create a painted 2D screen.
On the other hand we don’t want to
make things like paint too
expensive so that they never get
used.
Cooperative solutions should be
cheaper than single workers
Is there an optimal pricelist?


Price-list values can be determined
experimentally and tweaked in a
way that they deliver the most likely
solution for most images.
However, there is no universal price
list that correctly describes all
possible images.
The main problem with this workshop
theory


The search space for cooperative
solutions of our workers is
enormous, as there are infinitely
many ways of combining their skills
Even for small scenes, there exists
no efficient search algorithm to
solve this problem in a
simultaneous fashion.
Their solution


Instead of a simultaneous
cooperative model, we use a
simplified, multi-stage generative
model.
Where have we seen this before?
Stage 1: The Shape Specialist

Assumptions:



image was made by orthographic projection.
We are given the observed x,y coordinates of
all edges and vertices in the image.
Operations:

We can move vertices among the z axis
Shape Specialist Contd.



Simple solutions are enforced by
assigning higher costs to non-right
angles.
Compactness (shorter edges) and
planarity (less angle-variance) are
rewarded.
This cost-metric works for most
figures, but not all of them.
Stage 2: Lighting Specialist


Given the shape from the previous specialist, find
the lighting direction that best explains the observed
luminance variation in terms of shading.
This can be estimated linearly by solving for the
light direction L of two connected surfaces:
I1 = r1 λ N1·L
I2 = r2 λ N2·L
Where r(x,y) is an estimated average,
and λ=1
Stage 3: Reflectance specialist

Given the shape and lighting from
the previous two specialists, explain
any left-over differences by painting
the surfaces.
An example:
The problem with this approach

Real world scenes don’t look like
this:
The problem with this approach

Instead, they look more like this:
Some Other Shortcomings



Tuning the cost-factors is done manually.
There will never be a single set of
parameters that will correctly describe all
scenes.
A psychologist’s approach to computer
science: not much information on how far
this approach can scale up to more
complex scenes, not much work on
coming up with a better search algorithm
or parameter learning.
How well this approach works on random,
real-world scenes is questionable.
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