Shape from X: perspective, texture, shading Thurs. Feb. 15, 2018 1 - - PowerPoint PPT Presentation

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Shape from X: perspective, texture, shading Thurs. Feb. 15, 2018 1 - - PowerPoint PPT Presentation

COMP 546 Lecture 11 Shape from X: perspective, texture, shading Thurs. Feb. 15, 2018 1 Level of Analysis in Perception high - behavior: what is the task ? what problem is being solved? - brain areas and pathways - neural coding -


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COMP 546

Lecture 11

Shape from X:

perspective, texture, shading

  • Thurs. Feb. 15, 2018
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Level of Analysis in Perception

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  • behavior: what is the task ? what problem is being solved?
  • brain areas and pathways
  • neural coding
  • neural mechanisms

high low

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Level of Analysis in Perception

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  • behavior: what is the task ? what problem is being solved?
  • brain areas and pathways
  • neural coding
  • neural mechanisms

high low

The last lecture and next few are more at this level.

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3D Surface and Space Perception

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  • Depth (of a point) -- talked a lot about this
  • Layout (of a scene)
  • Shape (of an object)
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Perspective & vanishing points

(where parallel lines meet)

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Parallel lines that define a vanishing point can be in more than one 3D plane.

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Man-made environments typically have three vanishing points

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They will intersect at a finite point.

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Q: What is the task ? What problem is being solved? A:

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Q: What is the task ? What problem is being solved? A: To group local edges & lines that are are consistent with a vanishing point. These edges & lines can be perceived as parallel in the 3D scene.

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COMP 546

Lecture 11

Shape from X:

perspective, texture, shading

  • Thurs. Feb. 15, 2018
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Classically…. “texture” refers to the material (includes pigment & roughness) “shading” refers to lighting (includes shadows)

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Texture

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From a book by Brodatz

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Depth gradients from regular texture

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More than just vanishing points!

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Depth gradients from random texture

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Fronto-parallel plane Slanted ground plane

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Q: What is the task ? What problem is being solved? A: Judge the depth gradient from the image.

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What is the depth gradient?

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What is the depth gradient?

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Depth map of a scene plane

𝑎 = 𝑎0 + 𝐵𝑌 + 𝐶𝑍

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(𝑌, 𝑍, 𝑎) is position of point on plane.

(X, Y, Z )

𝑎 𝑍 𝑌

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Depth gradient on a scene plane

𝑎 = 𝑎0 + 𝐵𝑌 + 𝐶𝑍

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(X, Y, Z )

𝑎 𝑍 𝑌

𝛼 𝑎 = 𝜖𝑎 𝜖𝑌 , 𝜖𝑎 𝜖𝑍 = (𝐵, 𝐶)

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‘Slant’ (𝜏)

𝑎 = 𝑎0 + 𝐵𝑌 + 𝐶𝑍 𝛼 𝑎 = 𝐵 2 + 𝐶 2 ≡ tan( 𝜏 )

𝜏

Slant 𝜏 is defined to be the angle between 𝑎 = 𝑎0 plane and the oblique plane.

𝑎 = 𝑎0 𝑎 = 𝑎0 + 𝐵𝑌 + 𝐶𝑍

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‘Tilt’ (𝜐)

𝜐 is the direction of depth gradient.

𝜐

𝛼 𝑎 = 𝛼 𝑎 (cos 𝜐 , sin 𝜐 ) = tan(𝜏) (cos 𝜐 , sin 𝜐 )

Thumbtack on plane

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Examples

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slant ~ 45 deg tilt ~ 90 deg slant ~ 0 deg tilt undefined slant ~ 45 deg tilt ~ 30 deg

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Slant and Tilt

(Koenderink, van Doorn, Kappers 1992)

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  • 225
  • 180
  • 135
  • 90
  • 45

45 90 5 15 25 35 45 55 65 75 85

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Texture cues for slant & tilt

  • size gradient
  • density gradient
  • foreshortening gradient

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One can derive mathematical relationships for these quantities. Details omitted.

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e.g. size and density gradient only

(no foreshortening)

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Texture elements are compressed in the tilt direction, by an amount that depends on slant.

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Slant and Tilt on a Curved Surface

(foreshortening, density?, size?)

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Slant and Tilt on a Curved Surface

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tilt = 180 tilt = 0 all slants all tilts and all slants

Cylinder Sphere

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Surface Curvature

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Classical formal mathematical definitions of curvature are based on 2nd derivatives. Details omitted.

concavity cylinder (valley) hyperbolic cylinder convex (saddle) (ridge) (hill) [Koenderink and van Doorn 1992]

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Curvature of a face

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Local shape Curvedness

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“Shape” from texture

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Q: What is the task ? What problem is being solved? A: Judge the slant, tilt, curvature across the surface.

It is unknown how these scene shape properties are represented in the brain.

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Shape from shading

Drawings of Leonardo da Vinci

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Shape from shading

(random shape)

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Surface normal

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3D vector perpendicular to local tangent plane at general surface point. (𝑌𝑞, 𝑍

𝑞, 𝑎𝑞)

𝑎 = 𝑎0 + 𝐵𝑌 + 𝐶𝑍 𝛼 𝑎 = 𝜖𝑎 𝜖𝑌 , 𝜖𝑎 𝜖𝑍 = (𝐵, 𝐶)

Recall plane passing through Z axis:

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Surface normal

𝑎 𝑌𝑞+∆𝑌, 𝑍

𝑞+∆𝑍

= 𝑎𝑞 + 𝜖𝑎 𝜖𝑌 ∆𝑌 + 𝜖𝑎 𝜖𝑍 ∆𝑍 + 𝐼. 𝑃. 𝑈.

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3D vector perpendicular to local tangent plane

(𝑌𝑞, 𝑍

𝑞, 𝑎𝑞)

𝑌𝑞+∆𝑌, 𝑍

𝑞+∆𝑍, 𝑎𝑞+∆𝑎

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Surface normal

𝜖𝑎 𝜖𝑌 , 𝜖𝑎 𝜖𝑍 , −1 ∙

∆𝑌, ∆𝑍, ∆𝑎 ≈ 0 ∆𝑎 ≈ 𝜖𝑎 𝜖𝑌 ∆𝑌 + 𝜖𝑎 𝜖𝑍 ∆𝑍

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This vector is perpendicular to local tangent plane.

𝑎 𝑌𝑞+∆𝑌, 𝑍

𝑞+∆𝑍

= 𝑎𝑞 + 𝜖𝑎 𝜖𝑌 ∆𝑌 + 𝜖𝑎 𝜖𝑍 ∆𝑍 + 𝐼. 𝑃. 𝑈.

3D vector perpendicular to local tangent plane

(𝑌𝑞, 𝑍

𝑞, 𝑎𝑞)

𝑌𝑞+∆𝑌, 𝑍

𝑞+∆𝑍, 𝑎𝑞+∆𝑎

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Unit Surface Normal

1 𝜖𝑎 𝜖𝑌

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+ 𝜖𝑎 𝜖𝑍

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+ 1 𝜖𝑎 𝜖𝑌 , 𝜖𝑎 𝜖𝑍 , −1

𝑂 ≡

𝑂

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N(x) L

 

I(x) = N(x) L

Shading on a sunny day

𝑂 𝑀 Lambert’s (cosine) Law:

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Shape from shading

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Q: What is the task ? What problem is being solved? A:

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Shape from shading

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Q: What is the task ? What problem is being solved? (Why is it difficult to solve?) A: Judge :

  • lighting direction (?),
  • surface slant, tilt (?)
  • curvature (?)
  • surface normal (?)