EECS 274 Computer Vision Light and Shading Radiometry – measuring light • Relationship between light source, surface geometry, surface properties, and receiving end (camera) • Inferring shape from surface reflectance – Photometric stereo – Shape from shading • Reading: FP Chapter 2, S Chapter 2, H Chapter 10 Radiometry • Questions: – how “bright” will surfaces be? – what is “brightness”? • measuring light • interactions between light and surfaces • Core idea - think about light arriving at a surface • Around any point is a hemisphere of directions • Simplest problems can be dealt with by reasoning about this hemisphere (summing effects due to all incoming directions) Shape, illumination and reflectance • Estimating shape and surface reflectance properties from its images • If we know the shape and illumination, can say something about reflectance (e.g., light field rendering in graphics) • Usually reflectance and shape are coupled (e.g., inverse problem in vision) Foreshortening • As a source is tiled wrt the direction in which the light is traveling it looks smaller to a patch of surface viewing the source • As a patch is tiled wrt to the direction in which the light is traveling it looks smaller to the source • The effect of a source on a surface depends on how the source looks from the point of view of the surface Foreshortening • Principle: two sources that look the same to a receiver must have the same effect on the receiver • Principle: two receivers that look the same to a source must receive the same amount of energy • “look the same” means produce the same input hemisphere (or output hemisphere) • Reason: what else can a receiver know about a source but what appears on its input hemisphere? (ditto, swapping receiver and source) • Crucial consequence: a big source (resp. receiver), viewed at a glancing angle, must produce (resp. experience) the same effect as a small source (resp. receiver) viewed frontally Solid angle • The pattern a source generates on an input hemisphere is described by the solid angle • In a plane, an infinitesimally short line segment subtends an infinitesimally small angle dl 1 p d dl cos 1 r Solid angle • By analogy with angle (in radians), the solid angle subtended by a region at a point is the area projected on a unit sphere centered at that point • The solid angle subtended by a patch area dA is given by dA cos d r2 • Another useful expression in angular coordinate: d sin d d unit: steradians (sr) Measuring light in free space • The distribution of light in space is a function of position and direction • Think about the power transferred from an infinitesimal source to an infinitesimal receiver • We have total power leaving s to r = total power arriving at r from s • Also: Power arriving at r is proportional to: – solid angle subtended by s at r (because if s looked bigger from r, there’d be more) – foreshortened area of r (because a bigger r will collect more power) Radiance • Amount of energy (power) traveling at some point in a specified direction, per unit area perpendicular to the direction of travel (foreshortened area), per unit solid angle (w × m-2 × sr-1) • Small surface patch viewing a source frontally collect more energy than the same patch viewing along a nearly tangent direction • The amount of received energy depends on – How large the source looks from the patch, and – How large the patch looks from the source • A function of position and direction: L P , , Radiance (cont’d) • The square meters in the units are foreshortened (i.e., perpendicular to the direction of travel) • Crucial property: In a vacuum, radiance leaving p in the direction of q is the same as radiance arriving at q from p – which was how we got to the unit Radiance is constant along straight lines • Power 1->2, leaving 1: Energy emitted by the patch L P1 , , dA1 cos 1 d ( dt ) Radiance × foreshortened area × solid angle × time • Power 1->2, arriving at 2: Radiance leaving P1 in the direction of P2 is L P1 , P1 P2 Radiance arriving at P2 from the direction of P1 is L P , P P • But these must be the same, so that the two radiances are equal 2 1 2 cos dA L P , P P dA cos ( )( dt ) r cos cos L P , P P dA dA dt r d 3 E1 2 L P1 , P1 P2 dA1 cos 1 d 2 (1) (dt ) 1 1 2 1 1 2 1 1 1 d 2 (1) Solid angle subtended by patch 2 at patch 1 2 2 2 2 2 1 2 Radiance is constant along straight lines • Power 1->2, arriving 2: cos dA L P , P P dA cos ( )( dt ) r d 3 E12 L P2 , P1 P2 dA2 cos 2 d1( 2 ) (dt ) • Power 1->2, arriving at 2: 2 1 2 d 3 E12 L P1 , P1 P2 • But these must be the same, so that the two radiances are equal 2 1 2 2 cosrcos 1 2 2 which means that L P1 , P1 P2 L P2 , P1 P2 1 dA1dA2 dt so that radiance is constant along straight lines Light at surfaces • Many effects when light strikes a surface -- could be: – absorbed – transmitted • skin – reflected • mirror – scattered • milk – travel along the surface and leave at some other point • sweaty skin • Fluorescence: Some surfaces absorb light at one wavelength and radiate light at a different wavelength • Assume that – all the light leaving a point is due to that arriving at that point – surfaces don’t fluoresce (light leaving a surface at a given wavelength is due to light arriving at that wavelength) – surfaces don’t emit light (i.e. are cool) Irradiance • Describe the relationship between – incoming illumination, and – reflected light • A function of both – the direction in which light arrives at a surface – and the direction in which it leaves Irradiance (cont’d) • How much light is arriving at a surface? • Sensible unit is irradiance • Incident power per unit area not foreshortened • A surface experiencing radiance L(x,,) coming in from d experiences irradiance • Crucial property: Total power arriving at the surface is given by adding irradiance over all incoming angles --- this is why it’s a natural unit • Total power is L P , , cos sin d d (1 / dA ) L P , , (cos dA ) d L P , , cos d Irradiance = radiance × foreshortening factor × solid angle The BRDF • Can model this situation with the Bidirectional Reflectance Distribution Function (BRDF) • The most general model of local reflection BRDF radiance in the outgoing direction incident irradiance A surface illuminated by radiance Li P , i , i coming in from a region of solid angle dω at angle i , i to emit radiance Lo P , o , o Lo P , o , o bd P , o , o , i , i Li P , i , i cos i d BRDF • Units: inverse steradians (sr-1) • Symmetric in incoming and outgoing directions – this is the Helmholtz reciprocity principle • Radiance leaving a surface in a particular direction: L o P , o , o bd P , o , o , i , i , Li P , i , i cos i d • Add contributions from every incoming direction of a hemisphere Ω (whatever the direction of irradiance) Lo P, o , o bd P, o , o , i , i ,Li P, i , i cos i d Helmholtz stereopsis • Exploit the symmetry of surface reflectance • For corresponding pixels, the ratio of incident radiance to emitted radiance is the same • Derive a relationship between the intensities of corresponding pixels that does not depend on the BRDF of the surface Suppressing angles - Radiosity • In many situations, we do not really need angle coordinates – e.g. cotton cloth, where the reflected light is not dependent on angle • If the radiance leaving the surface is independent of exit angle, no need describing a unit that depends on direction • Appropriate unit is radiosity – total power leaving a point on the surface, per unit area on the surface (Wm-2) – note that this is independent of the exit direction • Radiosity B(P) from radiance? – sum radiance leaving surface over all exit directions, multiplying by a cosine because this is per unit area not per unit foreshortened area B P Lo P , , cos d Radiosity • Important relationship: – radiosity of a surface whose radiance is independent of angle (e.g. that cotton cloth) Lo P , , Lo P B P Lo P, , cos d Lo P cos d Lo P 2 2 0 Lo P 0 cos sin d d Radiosity Radiosity used in rendering • surfaces reflect light diffusely • viewpoint independent Suppressing angles: BRDF • BRDF is a very general notion – some surfaces need it – very hard to measure • illuminate from one direction, view from another, repeat – very unstable • minor surface damage can change the BRDF • e.g. ridges of oil left by contact with the skin can act as lenses • For many surfaces, light leaving the surface is largely independent of exit angle – surface roughness is one source of this property Directional hemispheric reflectance • The light leaving a surface is largely independent of exit angle • Directional hemispheric reflectance (DHR): – The fraction of the incident irradiance in a given direction that is reflected by the surface (whatever the direction of reflection) – Summing the radiance leaving the surface over all directions and dividing it by the irradiance in the direction of illumination – unitless, range is 0 to 1 • Note that DHR varies with incoming direction – e.g. a ridged surface, where left facing ridges are absorbent and right facing ridges reflect dh L P, , i i o o , o cos o do Li P, i , i cos i di Lo P, o , o cos o d o L P , , cos d i i i i i bd P, o , o , i , i cos o do Lambertian surfaces and albedo • For some surfaces, the DHR is independent of illumination direction too – cotton cloth, carpets, matte paper, matte paints, etc. • For such surfaces, radiance leaving the surface is independent of angle • Called Lambertian surfaces (same Lambert) or ideal diffuse surfaces • Use radiosity as a unit to describe light leaving the surface • For a Lambertian surface, BRDF is independent of angle, too • For Lambertian surfaces, DHR is often called diffuse reflectance, or albedo, ρd • Useful fact: d bd ( o , o , i , i ) cos o do bd ( o , o , i , i ) bd cos o do 2 bd 2 cos o sin o d o do 0 bd 0 bd d Lambertian objects Non-Lambertian objects Specular surfaces • Another important class of surfaces is specular, or mirrorlike – radiation arriving along a direction leaves along the specular direction – reflect about normal – some fraction is absorbed, some reflected – on real surfaces, energy usually goes into a lobe of directions – can write a BRDF, but requires the use of funny functions Phong’s model • There are very few cases where the exact shape of the specular lobe matters • Typically – very, very small --- mirror – small -- blurry mirror – bigger -- see only light sources as “specularities” – very big -- faint specularities • Phong’s model – reflected energy falls off with cos n Lambertian + specular • Widely used model – all surfaces are Lambertian plus specular component • Advantages – easy to manipulate – very often quite close true • Disadvantages – some surfaces are not • e.g. underside of CD’s, feathers of many birds, blue spots on many marine crustaceans and fish, most rough surfaces, oil films (skin!), wet surfaces – Generally, very little advantage in modeling behavior of light at a surface in more detail -- it is quite difficult to understand behavior of L+S surfaces