Introduction to Computer Vision ■ ■ ■ ■ ■ ■ Radiometry Image: two-dimensional array of 'brightness' values. Geometry: where in an image a point will project. Radiometry: what the brightness of the point will be. Brightness: informal notion used to describe both scene and image brightness. Image brightness: related to energy flux incident on the image plane: IRRADIANCE Scene brightness: brightness related to energy flux emitted (radiated) from a surface. RADIANCE Introduction to Light Computer Vision ■ ■ ■ ■ Electromagnetic energy Wave model Light sources typically radiate over a frequency spectrum Φ watts radiated into 4π radians Φ watts Φ= r ∫spheredΦ dω R = Radiant Intensity = (of source) dΦ dω Watts/unit solid angle (steradian) Introduction to Irradiance Computer Vision ■ ■ Light falling on a surface from all directions. How much? dΦ dA ■ Irradiance: power per unit area falling on a surface. dΦ Irradiance E = dΑ watts/m2 Introduction to Inverse Square Law Computer Vision ■ Relationship between radiance (radiant intensity) and irradiance dω = Φ watts r dω dA R: Radiant Intensity E: Irradiance R= dΦ dω = r2 dΦ dΑ Φ: Watts ω : Steradians E= E= R r2 = r2 E dA r2 dΦ dΑ Introduction to Surface Radiance Computer Vision ■ ■ Surface acts as light source Radiates over a hemisphere dω Surface Normal R: Radiant Intensity dAf E: Irradiance L: Scene radiance ■ Radiance: power per unit foreshortened area emitted into a solid angle d 2Φ L= dA f dω (watts/m2 - steradian) Introduction to Computer Vision ■ Pseudo-Radiance Consider two definitions: ● Radiance: power per unit foreshortened area emitted into a solid angle ● Pseudo-radiance power per unit area emitted into a solid angle ● Why should we work with radiance rather than pseudoradiance? ■ Only reason: Radiance is more closely related to our intuitive notion of “brightness”. Introduction to Computer Vision ■ A particular point P on a Lambertian (perfectly matte) surface appears to have the same brightness no matter what angle it is viewed from. ● ● ■ ■ Lambertian Surfaces Piece of paper Matte paint Doesn’t depend upon incident light angle. What does this say about how they emit light? Introduction to Computer Vision Lambertian Surfaces Equal Amounts of Light Observed From Each Vantage Point Theta Area of black box = 1 Area of orange box = 1/cos(Theta) Foreshortening rule. Introduction to Computer Vision Lambertian Surfaces Relative magnitude of light scattered in each direction. Proportional to cos (Theta). Introduction to Computer Vision Lambertian Surfaces Equal Amounts of Light Observed From Each Vantage Point Theta Radiance = 1/cos(Theta)*cos(Theta) =1 Area of black box = 1 Area of orange box = 1/cos(Theta) Foreshortening rule. Introduction to Geometry Computer Vision ■ Goal: Relate the radiance of a surface to the irradiance in the image plane of a simple optical system. α: Solid angle of patch Φ dAs: Area on surface dAi: Area in image dAs Lens Diameter d α i e α dAi Introduction to Light at the Surface Computer Vision dΦ ■ E = flux incident on the surface (irradiance) = dΑ i = incident angle e = emittance angle g = phase angle ρ = surface reflectance Φ watts dω r Incident Ray g i dAs N (surface normal) e ρ ■ We need to determine dΦ and dA Emitted ray Introduction to Computer Vision Reflections from a Surface I dA dA ■ dA = dAscos i {foreshortening effect in direction of light source} dΦ dΦ ■ dΦ = flux intercepted by surface over area dA ● ● ● dA subtends solid angle dω = dAs cos i / r2 dΦ = R dω = R dAs cos i / r2 E = dΦ / dAs Surface Irradiance: E = R cos i / r2 Introduction to Reflections from a Surface II Computer Vision ■ Now treat small surface area as an emitter ● ■ ….because it is bouncing light into the world How much light gets reflected? Incident Ray N (surface normal) i e dA s g Emitted Ray ■ ■ ■ E is the surface irradiance L is the surface radiance = luminance They are related through the surface reflectance function: Ls E = ρ(i,e,g,λ) May also be a function of the wavelength of the light Introduction to Power Concentrated in Lens Computer Vision dA s Lens Diameter d Ima ge P α θ lane α dAi Z d2Φ L s= dA sdω -f Luminance of patch (known from previous step) What is the power of the surface patch as a source in the direction of the lens? d2Φ = L s dA sdω Introduction to Through a Lens Darkly Computer Vision ■ In general: ● ● ● Ls is a function of the angles i and e. Lens can be quite large Hence, must integrate over the lens solid angle to get dΦ dΦ = dA s • • Ω L s dΩ Introduction to Simplifying Assumption Computer Vision ■ Lens diameter is small relative to distance from patch Ls is a constant and can be removed from the integral • dΦ = dA s • L s dΩ Ω • dΦ = dA s L s • dΩ Ω Surface area of patch in direction of lens = dAs cos e Solid angle subtended by lens in direction of patch = Area of lens as seen from patch (Distance from lens to patch) 2 = π (d/2) cos α (z / cos α) 2 2 Introduction to Putting it Together Computer Vision • dΦ = dA s • L s dΩ Ω π (d/2) 2cos α = dA scos e L s (z / cos α)2 ■ Power concentrated in lens: π d 2 Ls dAs cos e cos 3 α dΦ = Z 4 ■ Assuming a lossless lens, this is also the power radiated by the lens as a source. Introduction to Through a Lens Darkly Computer Vision dA s Lens Diameter d Ima ge P α θ α dAi Z ■ -f dΦ =E i Image irradiance at dA i = dA i dAs π d E i= Ls dA i 4 Z 2 cos e cos 3 α ratio of areas lane Introduction to Patch ratio Computer Vision dA s Lens Diameter d Ima ge P α θ lane α dAi Z -f The two solid angles are equal dA s cos e (Z / cos α) 2 = dA i cos α (-f / cos α) 2 dAs cos α Z = cos e -f dAi 2 Introduction to The Fundamental Result Computer Vision ■ Source Radiance to Image Sensor Irradiance: dA s cos α Z = cos e -f dA i dA s π d E i = Ls dA i 4 Z Z E i = Ls cos α cos e -f 2 2 2 cos e cos 3α π d 4 Z 2 cos e cos 3α π d 2 E i = Ls cos 4 α 4 -f Introduction to Radiometry Final Result Computer Vision π d 2 E i = Ls cos 4 α 4 -f ■ Image irradiance is a function of: ● ● ● Scene radiance L s Focal length of lens f Diameter of lens d ■ ● f/d is often called the 'effective focal length' of the lens Off-axis angle α Introduction to 44 Cos α Light Falloff Computer Vision Lens Center Top view shaded by height y −π/2 π/2 −π/2 x