Computer Vision Radiometry 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. Bahadir K. Gunturk 2 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. Bahadir K. Gunturk 3 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.) Bahadir K. Gunturk 4 Solid Angle Arc length r d d r Bahadir K. Gunturk 5 Solid Angle Solid angle is defined by the projected area of a surface patch onto a unit sphere of a point. dA rd r sin d r 2 sin d d dA 2 TotalArea r 2 sin d d 4 r 2 0 0 dA dw 2 sin d d r Bahadir K. Gunturk 6 Solid Angle Similarly, solid angle due to a line segment is dl d r Bahadir K. Gunturk 7 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/m2 W is Watt, sr is steradian, m2 is meter-squared Bahadir K. Gunturk 9 Radiance Radiance from dS to dR Radiance = Power / (solid angle x foreshortened area) Bahadir K. Gunturk 10 Radiance Example: Infinitesimal source and surface patches Radiance = Power / (solid angle x foreshortened area) Radiance at x1 leaving to x2 Illuminated surface d r 2 d L(x1 , x1 x 2 ) dw cos1dA1 dA2 cos 2 cos1dA1 dw Source Bahadir K. Gunturk dA2 cos 2 r2 11 Radiance Radiance = Power / (solid angle x foreshortened area) Power at x1 leaving to x2 Illuminated surface d L(x1 , x1 x2 )dw cos1dA1 Source Bahadir K. Gunturk L(x1 , x1 x 2 )dA2 cos 2 cos 1dA1 r2 dw dA2 cos 2 r2 12 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 L(x1 , x1 x 2 )dA2 cos 2 cos 1dA1 d 2 r Illuminated surface Source Bahadir K. Gunturk Let the radiance arriving at x2 from the direction of x1 is d r 2 d L(x 2 , x1 x 2 ) dw cos 2 dA2 dA1 cos1 cos 2 dA2 dw dA1 cos1 r2 13 Radiance Radiance is constant along a straight line. Illuminated surface L(x1 , x1 x2 ) L(x2 , x1 x2 ) Source Bahadir K. Gunturk 14 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. Bahadir K. Gunturk 16 Radiance Intensity If the source is a point source, we use radiance intensity. Radiance intensity = Power / (solid angle) Illuminated surface d r 2 d I dw dA2 cos 2 dw dA2 cos 2 r2 Source Bahadir K. Gunturk 17 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. Bahadir K. Gunturk 18 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. Bahadir K. Gunturk 19 Irradiance Irradiance is the total incident power per unit area. Irradiance = Power / Area Bahadir K. Gunturk 20 Irradiance What is the irradiance due to source from angle Bahadir K. Gunturk ? 21 Irradiance What is the irradiance due to source from angle ? dA Irradiance Bahadir K. Gunturk d Li ( x, i , i )dw cos i dA Li ( x, i , i )dw cos i dA dA 22 Irradiance What is the total irradiance? Integrate over the whole hemisphere. Exercise: Suppose the radiance is constant from all directions. Calculate the irradiance. Bahadir K. Gunturk 23 Irradiance Exercise: Calculate the irradiance at O due to a plate source at O’. Bahadir K. Gunturk 24 Irradiance due to a Point Source For a point source, d r 2 d I dw dAi cos i dw dAi cos i d I r2 Bahadir K. Gunturk dAi cos i r2 cos i d Irradiance I 2 dAi r 25 The Relationship Between Image Intensity and Object Radiance Diameter of lens We assume that there is no power loss in the lens. The power emitted to the lens is d Lobject dA0 cos dw0 Radiance of object Bahadir K. Gunturk 26 The Relationship Between Image Intensity and Object Radiance Diameter of lens The solid angle for the entire lens is dw0 d 2 / 4 cos r2 The power emitted to the lens is d Lobject dA0 cos dw0 d 2 cos Lobject dA0 cos 4r 2 Bahadir K. Gunturk 27 The Relationship Between Image Intensity and Object Radiance Diameter of lens The solid angle at O can be written in two ways. dA0 cos dAp cos 2 2 r OA ' Note that OA ' f / cos Therefore 3 dA0 cos dAp cos 2 r f2 Bahadir K. Gunturk 28 The Relationship Between Image Intensity and Object Radiance Diameter of lens Combine 3 dA0 cos dAp cos 2 r f2 d Lobject dA0 cos d 2 cos 4r 2 to get 2 d d Lobject cos 4 dAp 4 f Bahadir K. Gunturk 29 The Relationship Between Image Intensity and Object Radiance Diameter of lens Therefore the irradiance on the image plane is 2 d d Irradiance Lobject cos 4 dAp 4 f The irradiance is converted to pixel intensities, which is directly proportional to the radiance of the object. Bahadir K. Gunturk 30 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. Bahadir K. Gunturk 31 Bidirectional Reflectance Distribution Function (BRDF) BRDF is defined as the ratio of the radiance in the outgoing direction to the incident irradiance. Bahadir K. Gunturk 32 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: Bahadir K. Gunturk 33 Bidirectional Reflectance Distribution Function (BRDF) The radiance leaving a surface due to irradiance in all incoming directions is where Omega is the incoming hemisphere. Bahadir K. Gunturk 34 Lambertian Surface A Lambertian surface has constant BRDF. constant Bahadir K. Gunturk 35 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 Bahadir K. Gunturk 36 Lambertian Surface For a Lambertian surface, the outgoing radiance is proportional to the incident radiance. constant If the light source is a point source, a pixel intensity will only be a function of Remember, for a point source Bahadir K. Gunturk Irradiance cos d I 2 i dAi r 37 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. Bahadir K. Gunturk 38 Specular Surface Few surfaces are ideally specular. Specular surfaces commonly reflect light into a lobe of directions around the specular direction. Bahadir K. Gunturk 39 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. Bahadir K. Gunturk 40 Lambertian + Specular Model Lambertian Bahadir K. Gunturk Lambertian + Specular 41 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. Bahadir K. Gunturk 42 Part II Shading Point Source For a point source, d r 2 d I dw dAi cos i dw dAi cos i d I r2 Bahadir K. Gunturk dAi cos i r2 cos i d Irradiance I 2 dAi r 44 A Point Source at Infinity The radiosity due to a point source at infinity is S( x) N( x) x Bahadir K. Gunturk 45 Local Shading Models for Point Sources The radiosity due to light generated by a set of point sources is Radiosity due to source s Bahadir K. Gunturk 46 Local Shading Models for Point Sources If all the sources are point sources at infinity, then Bahadir K. Gunturk 47 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 Bahadir K. Gunturk 48 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? Bahadir K. Gunturk 49 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. Bahadir K. Gunturk 50 Photometric Stereo Stack the pixel intensities to get a vector The surface normal can be found as Since n is a unit vector Bahadir K. Gunturk 51 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 Bahadir K. Gunturk 52 Photometric Stereo When the source directions are not given, they can be estimated from three known surface normals. Bahadir K. Gunturk 53 Photometric Stereo Bahadir K. Gunturk 54 Photometric Stereo Surface normals Bahadir K. Gunturk 3D shape 55 Photometric Stereo (by Xiaochun Cao) Bahadir K. Gunturk 56 Photometric Stereo Bahadir K. Gunturk (by Xiaochun Cao) 57