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Image Formation: © 2003 by Davi Geiger September 2003 L1.1

ppt on image formation
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0% found this document useful (0 votes)
58 views19 pages

Image Formation: © 2003 by Davi Geiger September 2003 L1.1

ppt on image formation
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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2003 by Davi Geiger Computer Vision

September 2003 L1.1


Image Formation
Light can change the image and appearances (images from D. Jacobs)
What is the relation between pixel brightness and scene radiance?
What is the relation between pixel brightness and scene reflectance ?
2003 by Davi Geiger Computer Vision
September 2003 L1.2
http://www.acmi.net.au/AIC/CAMERA_OBSCURA.html (Russell Naughton)
Camera Obscura
"When images of illuminated objects ... penetrate through a small hole into a very dark
room ... you will see [on the opposite wall] these objects in their proper form and color,
reduced in size ... in a reversed position, owing to the intersection of the rays".
Da Vinci
2003 by Davi Geiger Computer Vision
September 2003 L1.3
Used to observe eclipses (eg., Bacon, 1214-1294)
By artists (eg., Vermeer).
2003 by Davi Geiger Computer Vision
September 2003 L1.4
http://brightbytes.com/cosite/collection2.htm
l (Jack and Beverly Wilgus)
Jetty at Margate England,
1898.
Cameras
First photograph due to Niepce
First on record shown in the book - 1822
2003 by Davi Geiger Computer Vision
September 2003 L1.5
Pinhole cameras
Abstract camera
model - box with a
small hole in it
Pinhole cameras
work in practice
2003 by Davi Geiger Computer Vision
September 2003 L1.6
Light
Source emits photons
Photons travel in a
straight line
When they hit an object they:
bounce off in a new direction
or are absorbed
(exceptions later).
And then some
reach the
eye/camera.
2003 by Davi Geiger Computer Vision
September 2003 L1.7
Irradiance, E
Light power per unit area (watts per square meter) incident
on a surface.
If surface tilts away from light, same amount of light
strikes bigger surface (less irradiance).
light
surface
2003 by Davi Geiger Computer Vision
September 2003 L1.8
Radiance, L
Amount of light radiated from a surface into a given solid
angle per unit area (watts per square meter per steradian).
Note: the area is the foreshortened area, as seen from the
direction that the light is being emitted.
light
surface
2003 by Davi Geiger Computer Vision
September 2003 L1.9
Image Formation
n
u
R
2
cos
R
A u o
o = O
solid angle subtended by a small patch of area A.
O o
oA
L - radiance is the amount of light radiated from a surface per solid angle
(power per unit area per unit solid angle emitted from a surface. )

E - irradiance is the amount of light falling in a surface
(power per unit area incident in a surface. )
1 2
sr m W
2
m W
2003 by Davi Geiger Computer Vision
September 2003 L1.10
n
u
oA
oI
o
z
f
Surface Radiance and Image Irradiance
o
2 2
) cos / (
cos
) cos / (
cos
o
o o
o
u o
f
I
z
A
=
2
cos
cos
|
|
.
|

\
|
=
f
z
I
A
u
o
o
o
Same solid angle
Pinhole
Camera
Model
2003 by Davi Geiger Computer Vision
September 2003 L1.11
n
oA
oI
o
z
f
d
Surface Radiance and Image Irradiance
o
o
t
o
o t
3
2
2
2
cos
4 ) cos / (
cos
4
|
.
|

\
|
= = O
z
d
z
d
Solid angle subtended by the lens,
as seen by the patch oA
u o
t
o u o o cos cos
4
cos
3
2
|
.
|

\
|
= O =
z
d
A L A L P
Power from patch oA through the lens
O
o
t
u o
t
o
o
o
o
4
2
3
2
cos
4
cos cos
4
|
|
.
|

\
|
=
|
.
|

\
|
= =
f
d
L
z
d
I
A
L
I
P
E
Thus, we conclude
2003 by Davi Geiger Computer Vision
September 2003 L1.12
Summary
o
t
4
2
cos
4
|
|
.
|

\
|
=
f
d
L E
The irradiance at the image pixel is converted into the
brightness of the pixel
Image Irradiance is proportional to Scene Radiance
Scene distance, z, does not affect/reduce image brightness (the
model is too simplified, since in practice it does.)
The angle of the scene patch with respect to the view (o)
reduces the brightness by the . In practice the effect is even
stronger.
o
4
cos
2003 by Davi Geiger Computer Vision
September 2003 L1.13
The Bidirectional Reflectance Distribution
Function (BRDF)
) , (
) , (
) , , , (
i i
e e
e e i i
E
L
f
| u o
| u o
| u | u =
BRDF - How bright a surface appears when
viewed from one direction while light
falls on it from another.
) , (
i i
| u
) , (
e e
| u
n
n
i
|
i
u
Usually f depends only on , : true for matte surfaces and specularly
reflecting surfaces.
i e
| |
e i
u u ,
2003 by Davi Geiger Computer Vision
September 2003 L1.14
Extended Light Sources and BRDF
i i i
o| ou u o sin = O
i
o|
i
ou
oA
i i i i i i i
E E o| ou u | u | u o sin ) , ( ) , ( =
Light source radiance arriving through solid angle oO
i i i i i i i i i
E A E A P o| ou u u | u o | u o u o o sin cos ) , ( ) , ( cos = =
Power arriving at patch oA from oO
thus the irradiance arriving at patch oA is
} }
}

O
= =
t
t
t
o| ou u u | u
o
o
2
0
0
sin cos ) , (
i i i i i i
E
A
P
E
The radiance of a patch oA at direction is thus, given by
} }

=
t
t
t
o| ou u u | u | u | u | u
2
0
sin cos ) , ( ) , , , ( ) , (
i i i i i i e e i i e e
E f L
Foreshortening
) , (
e e
| u
2003 by Davi Geiger Computer Vision
September 2003 L1.15
Special Cases of BRDF
1. Lambertian Surfaces (matte)- appears equally bright from all viewing
directions and reflects all incident light, absorbing none, i.e. the
BRDF is constant and . What constant f ?
t o| ou u u
t
t
t
=
} }

2
0
sin cos
e e e e
Thus, the total reflected power from patch oA becomes
Using that
we finally obtain
t
1
= f
} }

= =
t
t
t
o| ou u u | u | u
2
0
0
sin cos ) , ( ) , ( E f E f L
i i i i i i e e
t o o| ou u u o | u o
t
t
t
A E f A L p
e e e e e e 0
2
0
sin cos ) , ( = =
} }

since
Foreshortening
.
0
E L =
,
0
E L = t
o
o
0
E f
A
p
L = = and for Lambertian surfaces
2003 by Davi Geiger Computer Vision
September 2003 L1.16
Special Cases of BRDF

1. Specular Surfaces (mirrors) reflects all light arriving from the
direction into the direction . The BRDF is in this case
proportional to the product of two impulses, and
.What is the factor of proportionality ?
) , (
i i
| u ) , ( t | u +
i i
) (
i e
u u o
) ( t | | o
i e
) , (
i i
k | u
} }

=
t
t
t
o| ou u u | u
2
0
0
sin cos ) , (
i i i i i i
E E
} }

=
t
t
t
o| ou u u | u
2
0
sin cos ) , (
e e e e e e
L L
e e e e e e
i i i i i i i e i e i i e e
E k
E k L
u u | u | u
o| ou u u | u t | | o u u o | u | u
t
t
t
sin cos ) , ( ) , (
sin cos ) , ( ) ( ) ( ) , ( ) , (
2
0
=
=
} }

we finally obtain
i i
i e i e
e e i i
f
u u
t | | o u u o
| u | u
sin cos
) ( ) (
) , , , (

=
=
0
E L
and for specular surfaces
i i
i i
k
u u
| u
sin cos
1
) , ( =
2003 by Davi Geiger Computer Vision
September 2003 L1.17
Lambertian Surface Brightness
) , (
i i
| u
) , (
e e
| u
n
How bright will a Lambertian surface be
when it is illuminated by a point source
of radiance E? and by a sky of uniform
radiance E?
For a point source the irradiance at the
surface is and the radiance
must then be
i e e
E E f L u
t
| u cos
1
) , (
0
= =
i
E E u cos
0
=
Familiar cosine or Lamberts law of reflection from matte surfaces
(surfaces covered with finely powdered transparent materials such as
barium sulfate or magnesium carbonate), and can approximate paper,
snow and matte paint.
Finally, for a sky of uniform radiance E we obtain
! sin cos
1
) , (
2
0
E E L
i i i i e e
= =
} }

t
t
t
o| ou u u
t
| u
2003 by Davi Geiger Computer Vision
September 2003 L1.18
Special Cases: Lambertian Examples
Scene
(Oren and Nayar)
Lambertian sphere as the light
moves.
(Steve Seitz)
2003 by Davi Geiger Computer Vision
September 2003 L1.19
Lambertian+Specular
(http://graphics.cs.ucdavis.edu/GraphicsNotes/Shading/Shading.html)

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