Image Formation: © 2003 by Davi Geiger September 2003 L1.1
Image Formation: © 2003 by Davi Geiger September 2003 L1.1
\
|
=
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)