3-principles of surface reflection

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    Basic Principles of Surface Reflectance

    Thanks to Srinivasa Narasimhan, Ravi Ramamoorthi, Pat Hanrahan

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    Radiometry and Image Formation

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    Image Intensities

    Image intensities = f( normal, surface reflectance, illumination )

    Note: Image intensity understanding is an under-constrained problem!

    source sensor

    surface

    element

    normal Need to considerlight propagation in

    a cone

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    Differential Solid Angle and Spherical Polar Coordinates

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    Radiometric Concepts

    (1) Solid Angle :22

    cos'

    R

    dA

    R

    dAd i

    ( steradian )

    What is the solid angle subtended by a hemisphere?

    d (solid angle subtended by )dA

    R'dA

    dA

    (foreshortened area)

    (surface area)

    i

    (2) Radiant Intensity of Source :

    Light Flux (power) emitted per unit solid angle

    d

    dJ

    ( watts / steradian )

    (3) Surface Irradiance :dA

    dE

    ( watts / m2 )

    Light Flux (power) incident per unit surface area.

    Does not depend on where the light is coming from!

    source

    2

    (4) Surface Radiance (tricky) :

    d

    ddA

    dL

    r)cos(

    (watts / m steradian )

    dA

    r

    Flux emitted per unit foreshortened areaper unit solid angle.

    Ldepends on direction

    Surface can radiate into whole hemisphere.

    Ldepends on reflectance properties of surface.

    r

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    The Fundamental Assumption in Vision

    Surface Camera

    No Change in

    Radiance

    Lighting

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    Radiance Properties

    Radiance is constant as it propagates along ray

    Derived from conservation of flux

    Fundamental in Light Transport.

    1 21 1 1 2 2 2d L d dA L d dA d

    2 2

    1 2 2 1d dA r d dA r

    1 2

    1 1 2 22dA dAd dA d dA

    r

    1 2L L

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    Scene

    Radiance LLens

    Image

    Irradiance E

    CameraElectronics

    Scene

    ImageIrradiance E

    Relationship between Scene and Image Brightness

    MeasuredPixel Values, I

    Non-linear Mapping!

    Linear Mapping!

    Before light hits the image plane:

    After light hits the image plane:

    Can we go from measured pixel value, I, to scene radiance, L?

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    Relation Between Image Irradiance E and Scene Radiance L

    f z

    surface patchimage plane

    id

    sd

    Ld

    idA

    s

    dA

    image patch

    si dd 22)cos/(

    cos

    )cos/(

    cos

    z

    dA

    f

    dA si 2

    cos

    cos

    f

    z

    dA

    dA

    i

    s

    Solid angles of the double cone (orange and green):

    (1)

    2

    2

    )cos/(

    cos

    4

    z

    dd L

    Solid angle subtended by lens:

    (2)

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    Relation Between Image Irradiance E and Scene Radiance L

    f z

    surface patchimage plane

    id

    sd

    Ld

    idA

    sdA

    image patch

    Flux received by lens from = Flux projected onto images

    dAi

    dA

    iLs dAEddAL )cos( (3)

    From (1), (2), and (3):4

    2

    cos4

    f

    dLE

    Image irradiance is proportional to Scene Radiance!

    Small field of view Effects of 4thpower of cosine are small.

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    Relation between Pixel Values I and Image Irradiance E

    The camera response function relates image irradiance at the image plane

    to the measured pixel intensity values.

    Camera

    Electronics

    Image

    Irradiance E

    Measured

    Pixel Values, I

    IEg :

    (Grossberg and Nayar)

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    Radiometric Calibration

    Important preprocessing step for many vision and graphics algorithms such as

    photometric stereo, invariants, de-weathering, inverse rendering, image based rendering, etc.

    EIg :1

    Use a color chart with precisely known reflectances.

    Irradiance = const * Reflectance

    PixelValues

    3.1%9.0%19.8%36.2%59.1%90%

    Use more camera exposures to fill up the curve.

    Method assumes constant lighting on all patches and works best when source is

    far away (example sunlight).

    Unique inverse exists because g is monotonic and smooth for all cameras.

    0

    255

    0 1

    g

    ?

    ?1g

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    The Problem of Dynamic Range

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    The Problem of Dynamic Range

    Dynamic Range: Range of brightness values measurable with a camera

    (Hood 1986)

    High Exposure Image Low Exposure Image

    We need 5-10 million values to store all brightnesses around us.

    But, typical 8-bit cameras provide only 256 values!!

    Todays Cameras: Limited Dynamic Range

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    Images taken with a fish-eye lens of the sky show the wide range of brightnesses.

    High Dynamic Range Imaging

    Capture a lot of images with different exposure settings.

    Apply radiometric calibration to each camera.

    Combine the calibrated images (for example, using averaging weighted by exposures).

    (Debevec)

    (Mitsunaga)

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    Computer Vision: Building Machines that See

    Lighting

    Scene

    Camera

    Computer

    Physical Models

    Scene Interpretation

    We need to understand the Geometric and Radiometric relations

    between the scene and its image.

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    Computer Graphics: Rendering things that Look Real

    Lighting

    Scene

    Camera

    Computer

    Physical Models

    Scene Generation

    We need to understand the Geometric and Radiometric relations

    between the scene and its image.

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    Basic Principles of Surface Reflection

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    Surface Appearance

    Image intensities = f( normal, surface reflectance, illumination )

    Surface Reflection depends on both the viewing and illumination direction.

    source sensor

    surface

    element

    normal

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    BRDF: Bidirectional Reflectance Distribution Function

    x

    y

    z

    source

    viewing

    direction

    surfaceelement

    normal

    incidentdirection

    ),( ii ),( rr

    ),( iisurfaceE

    ),(rr

    surfaceL

    Irradiance at Surface in direction ),( ii

    Radiance of Surface in direction ),( rr

    BRDF :

    ),(

    ),(),;,(

    ii

    surface

    rr

    surface

    rriiE

    Lf

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    Important Properties of BRDFs

    x

    y

    z

    source

    viewing

    direction

    surface

    element

    normal

    incident

    direction

    ),( ii ),( rr

    BRDF is only a function of 3 variables :

    ),;,(),;,( iirrrrii ff

    Rotational Symmetry (Isotropy):

    Appearance does not change when surface is rotated about the normal.

    ),,( ririf

    Helmholtz Reciprocity: (follows from 2ndLaw of Thermodynamics)

    Appearance does not change when source and viewing directions are swapped.

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    Differential Solid Angle and Spherical Polar Coordinates

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    Derivation of the Scene Radiance EquationImportant!

    ),;,(),(),( rriiiisurface

    rr

    surface

    fEL

    iirriiii

    src

    rr

    surface dfLL cos),;,(),(),(

    From the definition of BRDF:

    Write Surface Irradiance in terms of Source Radiance:

    Integrate over entire hemisphere of possible source directions:

    2

    cos),;,(),(),( iirriiiisrc

    rr

    surface dfLL

    2/

    0

    sincos),;,(),(),( iiiirriiiisrc

    rr

    surface ddfLL

    Convert from solid angle to theta-phi representation:

    M h i f S f R fl ti

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    Mechanisms of Surface Reflection

    source

    surfacereflection

    surface

    incident

    direction

    body

    reflection

    Body Reflection:

    Diffuse Reflection

    Matte Appearance

    Non-Homogeneous Medium

    Clay, paper, etc

    Surface Reflection:

    Specular Reflection

    Glossy Appearance

    Highlights

    Dominant for Metals

    Image Intensity = Body Reflection + Surface Reflection

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    Mechanisms of Surface Reflection

    Body Reflection:

    Diffuse ReflectionMatte Appearance

    Non-Homogeneous Medium

    Clay, paper, etc

    Surface Reflection:

    Specular ReflectionGlossy Appearance

    Highlights

    Dominant for Metals

    Many materials exhibit both Reflections:

    Diff R fl ti d L b ti BRDF

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    Diffuse Reflection and Lambertian BRDF

    viewing

    direction

    surface

    element

    normalincident

    direction

    i

    n

    v

    s

    drriif ),;,( 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 did .cos

    source intensity

    source intensity I

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    Diffuse Reflection and Lambertian BRDF

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    White-out Conditions from an Overcast Sky

    CANT perceive the shape of the snow covered terrain!

    CAN perceive shape in regions

    lit by the street lamp!!

    WHY?

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    Diffuse Reflection from Uniform Sky

    Assume Lambertian Surface with Albedo = 1 (no absorption)

    Assume Sky radiance is constant

    Substituting in above Equation:

    Radiance of any patch is the same as Sky radiance !! (white-out condition)

    2/

    0

    sincos),;,(),(),( iiiirriiiisrc

    rr

    surface ddfLL

    sky

    ii

    src LL ),(

    1

    ),;,( rriif

    sky

    rr

    surface LL ),(

    Specular Reflection and Mirror BRDF

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    Specular Reflection and Mirror BRDF

    source intensity I

    viewing

    directionsurface

    element

    normal

    incident

    direction n

    v

    s

    rspecular/mirror

    direction

    ),( ii

    ),( vv

    ),( rr

    Mirror BRDF is simply a double-delta function :

    Very smooth surface.

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

    Surface Radiance :

    )()( vivisIL

    v r

    )()(),;,( vivisvviif

    specular albedo

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    BRDFs of Glossy Surfaces

    Delta Function too harsh a BRDF model

    (valid only for polished mirrors and metals).

    Many glossy surfaces show broader highlights in addition to specular reflection.

    Example Models : Phong Model (no physical basis, but sort of works (empirical))

    Torrance Sparrow model (physically based)

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    Phong Model: An Empirical Approximation

    An illustration of the angular falloff of highlights:

    Very commonly used in Computer Graphics

    shinyn

    sIL )(cos

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    Phong Examples

    These spheres illustrate the Phong model as lighting

    directionand nshinyare varied:

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    Components of Surface Reflection

    A Si l R fl ti M d l Di h ti R fl ti

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    A Simple Reflection Model - 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 for

    Diffuse/specular reflection

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    Dror, Adelson, Wilsky

    Specular Reflection and Mirror BRDF - RECALL

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    Specular Reflection and Mirror BRDF - RECALL

    source intensity I

    viewing

    directionsurface

    element

    normal

    incident

    direction n

    v

    s

    rspecular/mirror

    direction

    ),( ii

    ),( vv

    ),( rr

    Mirror BRDF is simply a double-delta function :

    Very smooth surface.

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

    Surface Radiance : )()(vivis

    IL

    v r

    )()(),;,( vivisvviif

    specular albedo

    G S f

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    Delta Function too harsh a BRDF model

    (valid only for highly polished mirrors and metals).

    Many glossy surfaces show broader highlights in addition to mirror reflection.

    Surfaces are not perfectly smooththey show micro-surface geometry (roughness).

    Example Models : Phong model

    Torrance Sparrow model

    Glossy Surfaces

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    Blurred Highlights and Surface Roughness

    Roughness

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    Phong Model: An Empirical Approximation

    How to model the angular falloff of highlights:

    Phong Model Blinn-Phong Model

    Sort of works, easy to compute

    But not physically based (no energy conservation and reciprocity).

    Very commonly used in computer graphics.

    shinyn

    s ERIL ).(

    -SR

    E

    HNN

    shinyn

    s HNIL ).(

    NSNSR ).(2 2/)( SEH

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    Phong Examples

    These spheres illustrate the Phong model as lighting directionand

    nshinyare varied:

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    Those Were the Days

    In trying to improve the quality of the synthetic

    images, we do not expect to be able to display

    the object exactly as it would appear in reality,

    with texture, overcast shadows, etc. We hope

    only to display an image that approximates the

    real object closely enough to provide a certain

    degree of realism.

    Bui Tuong Phong, 1975