radiometry and photometric stereo 1. estimate the 3d shape from shading information can you tell the...

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Radiometry and Photometric Stereo 1

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Radiometry andPhotometric Stereo

1

Estimate the 3D shape from shading information

• Can you tell the shape of an object from these photos ?

2

White-out: Snow and Overcast Skies

CAN’T perceive the shape of the snow covered terrain!

CAN perceive shape in regions lit by the street lamp!!

WHY?3

Radiometry

• What determines the brightness of an image pixel?

Light sourceproperties

Surface shape

Surface reflectanceproperties

Optics

Sensor characteristics

Slide by L. Fei-Fei

Exposure

The journey of the light ray

• Camera response function: the mapping f from irradiance to pixel values– Useful if we want to estimate material properties– Shape from shading requires irradiance– Enables us to create high dynamic range images

Source: S. Seitz, P. Debevec

Lz

dE

4

2

cos'4

tEX

tEfZ

Recovering the camera response function

• Method 1: Modeling– Carefully model every step in the pipeline– Measure aperture, model film, digitizer, etc.– This is really hard to get right

Slide by Steve Seitz

• Method 1: Modeling– Carefully model every step in the pipeline– Measure aperture, model film, digitizer, etc.– This is really hard to get right

• Method 2: Calibration– Take pictures of several objects with known irradiance– Measure the pixel values– Fit a function

Recovering the camera response function

irradiance

pixel intensity=

response curve

Slide by Steve Seitz

Recovering the camera response function

• Method 3: Multiple exposures– Consider taking images with shutter speeds

1/1000, 1/100, 1/10, 1– The sensor exposures in consecutive images get scaled by a

factor of 10– This is the same as observing values of the response function

for a range of irradiances: f(E), f(10E), f(100E), etc.– Can fit a function to these successive values

For more info• P. E. Debevec and J. Malik.

Recovering High Dynamic Range Radiance Maps from Photographs. In SIGGRAPH 97, August 1997

response curve

Exposure (log scale) irradiance * time=

pixel intensity=

Slide by Steve Seitz

The interaction of light and matter

• What happens when a light ray hits a point on an object?– Some of the light gets absorbed

• converted to other forms of energy (e.g., heat)– Some gets transmitted through the object

• possibly bent, through “refraction”– Some gets reflected

• possibly in multiple directions at once– Really complicated things can happen

• fluorescence

• Let’s consider the case of reflection in detail– In the most general case, a single incoming ray could be reflected in all

directions. How can we describe the amount of light reflected in each direction?

Slide by Steve Seitz

Bidirectional reflectance distribution function (BRDF)

• Model of local reflection that tells how bright a surface appears when viewed from one direction when light falls on it from another

• Definition: ratio of the radiance in the outgoing direction to irradiance in the incident direction

• Radiance leaving a surface in a particular direction: add contributions from every incoming direction

dL

L

E

L

iiii

eee

iii

eeeeeii cos),(

),(

),(

),(),,,(

surface normal

iiiiieeii dL cos,,,,,

BRDF’s can be incredibly complicated…

Gonioreflectometers

• Can add fourth degree of freedom to measure anisotropic BRDFs

Diffuse reflection

• Dull, matte surfaces like chalk or latex paint• Microfacets scatter incoming light randomly• Light is reflected equally in all directions: BRDF is

constant• Albedo: fraction of incident irradiance reflected by the

surface• Radiosity: total power leaving the surface per unit area

(regardless of direction)

• Viewed brightness does not depend on viewing direction, but it does depend on direction of illumination

Diffuse reflection: Lambert’s law

xSxNxxB dd )(

NS

B: radiosityρ: albedoN: unit normalS: source vector (magnitude proportional to intensity of the source)

x

Specular reflection• Radiation arriving along a source

direction leaves along the specular direction (source direction reflected about normal)

• Some fraction is absorbed, some reflected

• On real surfaces, energy usually goes into a lobe of directions

• Phong model: reflected energy falls of with

• Lambertian + specular model: sum of diffuse and specular term

ncos

Specular reflection

Moving the light source

Changing the exponent

Example Surfaces

Body Reflection:

Diffuse ReflectionMatte AppearanceNon-Homogeneous MediumClay, paper, etc

Surface Reflection:

Specular ReflectionGlossy AppearanceHighlightsDominant for Metals

Many materials exhibitboth Reflections:

17

Diffuse Reflection and Lambertian BRDF

viewingdirection

surfaceelement

normalincidentdirection

in

v

s

d

rriif ),;,(• Lambertian BRDF is simply a constant :

albedo

• Surface appears equally bright from ALL directions! (independent of )

• Surface Radiance :

v

• Commonly used in Vision and Graphics!

snIIL di

d .cos

source intensity

source intensity I

18

Specular Reflection and Mirror BRDFsource intensity I

viewingdirectionsurface

element

normal

incidentdirection n

v

s

rspecular/mirror direction

),( ii ),( vv

),( rr

• Mirror BRDF is simply a double-delta function :

• Valid for very smooth surfaces.

• All incident light energy reflected in a SINGLE direction (only when = ).

• Surface Radiance : )()( vivisIL

v r

)()(),;,( vivisvviif specular albedo

19

Combing Specular and Diffuse: Dichromatic Reflection

Observed Image Color = a x Body Color + b x Specular Reflection Color

R

G

B

Klinker-Shafer-Kanade 1988

Color of Source(Specular reflection)

Color of Surface(Diffuse/Body Reflection)

Does not specify any specific model forDiffuse/specular reflection

20

Diffuse and Specular Reflection

diffuse specular diffuse+specular 21

Image Intensity and 3D Geometry

• Shading as a cue for shape reconstruction• What is the relation between intensity and

shape?– Reflectance Map

22

Surface Normal

Nsurface normal

y

z

x

Equation of plane 0 DCzByAx

0C

Dzy

C

Bx

C

Aor

Letp

C

A

x

z

qC

B

y

z

1,,1,, qpC

B

C

A

N

Surface normal

23

Gradient Space

y

z

x

1zq

p

1

s n

N

1

1,,22

qp

qp

N

Nn

1

1,,22

SS

SS

qp

qp

S

Ss

Normal vector

Source vector

i

11

1cos

2222

SS

SSi

qpqp

qqppsn

1z plane is called the Gradient Space (pq plane)

• Every point on it corresponds to a particular surface orientation

S

24

Reflectance Map

• Relates image irradiance I(x,y) to surface orientation (p,q) for given source direction and surface reflectance

• Lambertian case: yxI ,

s vni

: source brightness

: surface albedo (reflectance)

: constant (optical system)

k

c

Image irradiance:

sn kckcI i

cos

Let 1kc

then sn iI cos25

• Lambertian case qpR

qpqp

qqppI

SS

ssi ,

11

1cos

2222

sn

Reflectance Map(Lambertian)

cone of constant i

Iso-brightness contour

Reflectance Map

26

• Lambertian case

0.1

3.0

0.0

9.08.0

7.0, qpR

p

q

90i 01 SS qqpp

SS qp ,

iso-brightnesscontour

Note: is maximum when qpR , SS qpqp ,,

Reflectance Map

27

• Glossy surfaces (Torrance-Sparrow reflectance model)

qpRGpkc

kcIr

si

d ,cos

cos

diffuse term specular term

p

q

5.0, qpR

SS qp ,

Diffuse peak

Specular peak

Reflectance Map

28

Shape from a Single Image?

• Given a single image of an object with known surface reflectance taken under a known light source, can we recover the shape of the object?

• Given R(p,q) ( (pS,qS) and surface reflectance) can we determine (p,q) uniquely for each image point?

NOp

q

Solution: Take more imagesPhotometric stereo

29

Photometric Stereo

p

q

11 ,SSqp

22 ,SSqp

33 ,SSqp

30

• We can write this in matrix form:

Image irradiance:

1kc

11 snI1s

n

v

2s

22 snI3s

33 snI

n

s

s

s

T

T

T

I

I

I

3

2

2

2

1 1

Lambertian case:

sn

ikcI cos

Photometric Stereo

31

Solving the Equations

n

s

s

s

T

T

T

I

I

I

3

2

2

2

1 1

I S n~133313

ISn 1~ n~

n

n

nn

~

~

~

inverse

32

More than Three Light Sources

• Get better results by using more lights

n

s

s

TN

T

NI

I

11

• Least squares solution:

nSI ~nSSIS ~TT

ISSSn TT 1~

• Solve for as beforen, Moore-Penrose pseudo inverse

1331 NN

33

Color Images

• The case of RGB images– get three sets of equations, one per color channel:

– Simple solution: first solve for using one channel– Then substitute known into above equations to get

– Or combine three channels and solve for

SnI GG SnI BB

SnI RR

BGR ,,

n

n

SnIIII 222

BGR

n

34

Computing light source directions

• Trick: place a chrome sphere in the scene

– the location of the highlight tells you the source direction

35

• For a perfect mirror, light is reflected about N

Specular Reflection - Recap

otherwise0

if rvie

RR

• We see a highlight when • Then is given as follows:

n

vs

rv s

rnrns 2

rii

36

Computing the Light Source Direction

• Can compute N by studying this figure– Hints:

• use this equation:• can measure c, h, and r in the image

N

rN

C

H

c

h

Chrome sphere that has a highlight at position h in the image

image plane

sphere in 3D

37

Depth from Normals

• Get a similar equation for V2

– Each normal gives us two linear constraints on z– compute z values by solving a matrix equation

V1

V2

N

38

Limitations

• Big problems– Doesn’t work for shiny things, semi-

translucent things– Shadows, inter-reflections

• Smaller problems– Camera and lights have to be distant– Calibration requirements

• measure light source directions, intensities• camera response function

39

Trick for Handling Shadows

• Weight each equation by the pixel brightness:

• Gives weighted least-squares matrix equation:

• Solve for as before

n

s

s

TNN

T

N I

I

I

I

11

2

21

n,

iiii III sn

40

Original Images

41

Results - Shape

Shallow reconstruction (effect of interreflections)

Accurate reconstruction (after removing interreflections)42

Results - Albedo

No Shading Information43

Original Images

44

Results - Shape

45

Results - Albedo

46

Results

1. Estimate light source directions2. Compute surface normals3. Compute albedo values4. Estimate depth from surface normals5. Relight the object (with original texture and uniform albedo)

47

Photometric stereo example

data from: http://www1.cs.columbia.edu/~belhumeur/pub/images/yalefacesB/readme48

Alternative approach

Reference object with same, but arbitrary, BRDFUse LUT to get from RGB1RGB2… vector to normal

Hertzman and Seitz CVPR’0349

Photometric stereo camera• A Hand-held Photometric Stereo Camera for 3-D

Modeling, ICCV’09

50

Results

51

Self-calibrating Photometric Stereo

52

Results

53

Other applications: Shape Palette

• Painting the “normals” for surface reconstruction• A unit sphere has all normal directions• User mark-up correspondents to transfer

normals from sphere to images

54

Results

55

Multi-view Photometric stereo• Combining multi-view stereo with photometric

stereo

56

Results

57

Dynamic Shape Capture using Multi-View Photometric Stereo

• http://people.csail.mit.edu/wojciech/MultiviewPhotometricStereo/index.html

58

Suggested Reading• Example-Based Photometric Stereo: Shape

Reconstruction with General, Varying BRDFs, PAMI’05• Dense Photometric Stereo: A Markov Random Field

Approach, PAMI’06• ShapePalettes: Interactive Normal Transfer via

Sketching, Siggraph’07• Non-rigid Photometric Stereo with Colored Lights,

ICCV’07• A Photometric Approach for Estimating Normals and

Tangents, Siggraph Asia’08• A Hand-held Photometric Stereo Camera for 3-D

Modeling, ICCV’09• Self-calibrating Photometric Stereo, CVPR’10

59

Summary• Radiometry

– Describe how the camera responses to the incoming lights

– Radiometry calibration, estimation of the camera response function

• Photometric stereo– Estimate normal and surface from multiple images of

same object with different lighting– We study the method for Lambertian surface– We study the method for surface reconstruction from

normals– Albedo and Normal information of a surface is very

useful and have many applications 60