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Lecture 22: Light and shading 1 Announcements PS10 out 2nd-to-last lecture on low-level vision. Rest of course: recent vision topics. Many interpretations of color! 3 The Workshop Metaphor 4 Source: J. Barron The Workshop


  1. Lecture 22: Light and shading 1

  2. Announcements • PS10 out • 2nd-to-last lecture on low-level vision. • Rest of course: recent vision topics.

  3. Many interpretations of color! 3

  4. The Workshop Metaphor 4 Source: J. Barron

  5. The Workshop Metaphor 5 Source: J. Barron

  6. The Workshop Metaphor 6 Source: J. Barron

  7. The Workshop Metaphor 7 Source: J. Barron

  8. The Workshop Metaphor 8 Source: J. Barron

  9. Today • Light and surfaces • Shape from shading • Photometric stereo • Intrinsic image decomposition

  10. Recall: interaction of light and surfaces Spectral radiance: power in a specified direction, per unit area, per unit solid angle, per unit wavelength. Spectral irradiance: incident power per unit area, per unit wavelength [Horn, 1986] 10 Source: W. Freeman

  11. For now, ignore specular reflection Source: Photometric Methods for 3D Modeling, Matsushita, Wilburn, Ben-Ezra. Changes by N. Snavely 11

  12. And Refraction… Source: Photometric Methods for 3D Modeling, Matsushita, Wilburn, Ben-Ezra. Changes by N. Snavely 12

  13. And Interreflections… 13 Source: Photometric Methods for 3D Modeling, Matsushita, Wilburn, Ben-Ezra. Changes by N. Snavely

  14. Recall: e ff ect of BRDF on sphere rendering Diffuse/Lambertian reflection 14 https://marmoset.co/posts/physically-based-rendering-and-you-can-too/ Source: W. Freeman

  15. Di ff use reflection Diffuse reflection • Dull, matte surfaces like chalk or latex paint • Microfacets scatter incoming light randomly • Effect is that light is reflected equally in all directions Source: S. Lazebnik and K. Bala 15

  16. Directional lighting • All rays are parallel • Equivalent to an infinitely distant point source 16 Source: N. Snavely

  17. Di ff use reflection image intensity of P Simplifying assumptions we’ll often make: • I = R e : “camera response function” is the identity – can always achieve this in practice by inverting it • R i = 1: light source intensity is 1 – can achieve this by dividing each pixel in the image by R i 17 Source: N. Snavely

  18. Other BRDFs Ideal diffuse (Lambertian) Ideal specular Directional diffuse 18

  19. Non-smooth-surfaced materials 19 from Steve Marschner

  20. Shape from shading Assume is 1 for now. What can we measure from one image? • is the angle between N and L • Add assumptions: • Constant albedo • A few known normals (e.g. silhouettes) • Smoothness of normals In practice, SFS doesn’t work very well: assumptions are too restrictive, too much ambiguity in nontrivial scenes. 20 Source: N. Snavely

  21. An ambiguity that artists exploit! 21 [Belhumeur et al. “The Bas-Relief Ambiguity”, 1999]

  22. Contours provide extra shape information Consider points on the occluding contour : N z = 0 N z positive N z negative Image Projection direction ( z ) 22 P . Nillius and J.-O. Eklundh, “Automatic estimation of the projected light source direction,” CVPR 2001 Source: S. Lazebnik

  23. Application: finding the direction of the light source I ( x,y ) = N ( x,y ) · S ( x,y ) Full 3D case: N S For points on the occluding contour , N z = 0: 23 P . Nillius and J.-O. Eklundh, “Automatic estimation of the projected light source direction,” CVPR 2001 Source: S. Lazebnik

  24. Finding the direction of the light source 24 P . Nillius and J.-O. Eklundh, “Automatic estimation of the projected light source direction,” CVPR 2001 Source: S. Lazebnik

  25. Application: Detecting composite photos Real photo Fake photo [Johnson and Farid, 2005] 25 Source: S. Lazebnik

  26. Photometric stereo 26 Source: N. Snavely

  27. Photometric stereo N L 3 L 2 L 1 V Can write this as a linear system, and solve: 27 Source: N. Snavely

  28. Photometric Stereo Input … Recovered Recovered surface model albedo Recovered normal field x y z 28 Source: Forsyth & Ponce, S. Lazebnik

  29. Photometric Stereo Input Normals (RGB Normals (vectors) Shaded 3D 
 Textured 3D 
 (1 of 12) colormap) rendering rendering 29 Source: N. Snavely

  30. Video photometric stereo Video Normals from Colored Lights Gabriel J. Brostow, Carlos Hernández, George Vogiatzis, Björn Stenger, Roberto Cipolla IEEE TPAMI, Vol. 33, No. 10, pages 2104-2114, October 2011. 30 Source: N. Snavely

  31. But what if we don’t know the BRDF? [Johnson and Adelson, 2009] 31 Source: N. Snavely

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  39. What about paint? is reflectance or albedo 39

  40. Intrinsic image decomposition Far Near S ( Z, L ) Z L shape / depth log-shading image of Z and L illumination R I = R + S ( Z, L ) log-reflectance Lambertian reflectance 40 Source: J. Barron

  41. Intrinsic image decomposition Far ? ? ? Near S ( Z, L ) Z L shape / depth log-shading image of Z and L illumination ? R I = R + S ( Z, L ) log-reflectance Lambertian reflectance 41 Source: J. Barron

  42. Intrinsic image decomposition Reflectance Shading 42

  43. CNN-based reflectance estimation Input Reflectance Shading [Bell et al., “Intrinsic images in the wild”, 2014] 43

  44. Applications of intrinsic image decomposition 44 [Barron and Malik “SIRFS”, 2012]

  45. Application: relighting 45 [Barron and Malik “Scene-SIRFS”, 2013]

  46. Application: relighting 46 [Barron and Malik “Scene-SIRFS”, 2013]

  47. Next week: perceptual grouping 47

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