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Analysis of Lighting Effects. Outline : The problem Lighting models Shape from shading Photometric stereo Harmonic analysis of lighting. Applications. Modeling the effect of lighting can be used for Recognition – particularly face recognition Shape reconstruction Motion estimation
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Analysis of Lighting Effects Outline: • The problem • Lighting models • Shape from shading • Photometric stereo • Harmonic analysis of lighting
Applications Modeling the effect of lighting can be used for • Recognition – particularly face recognition • Shape reconstruction • Motion estimation • Re-rendering • …
Lighting is Complex • Lighting can come from any direction and at any strength • Infinite degree of freedom
Issues in Lighting • Single light source (point, extended) vs. multiple light sources • Far light vs. near light • Matt surfaces vs. specular surfaces • Cast shadows • Inter-reflections
Lighting • From a source – travels in straight lines • Energy decreases with r2 (r – distance from source) • When light rays reach an object • Part of the energy is absorbed • Part is reflected (possibly different amounts in different directions) • Part may continue traveling into the object, if object is transparent / translucent
Specular Reflectance • When a surface is smooth light reflects in the opposite direction of the surface normal
Specular Reflectance • When a surface is slightly rough the reflected light will fall off around the specular direction
Lambertian Reflectance • When the surface is very rough light may be reflected equally in all directions
Lambertian Reflectance • When the surface is very rough light may be reflected equally in all directions
Lambert Law q or
BRDF • A general description of how opaque objects reflect light is given by the Bidirectional Reflectance Distribution Function (BRDF) • BRDF specifies for a unit of incoming light in a direction (θi,Φi) how much light will be reflected in a direction (θe,Φe) . BRDF is a function of 4 variables f(θi,Φi;θe,Φe). • (0,0) denotes the direction of the surface normal. • Most surfaces are isotropic, i.e., reflectance in any direction depends on the relative direction with respect to the incoming direction (leaving 3 parameters)
Why BRDF is Needed? Light from front Light from back
Most Existing Algorithms • Assume a single, distant point source • All normals visible to the source (θ<90°) • Plus, maybe, ambient light (constant lighting from all directions)
Shape from Shading • Input: a single image • Output: 3D shape • Problem is ill-posed, many different shapes can give rise to same image • Common assumptions: • Lighting is known • Reflectance properties are completely known – For Lambertian surfaces albedo is known (usually uniform)
convex concave
convex concave
Lambertian Shape from Shading (SFS) • Image irradiance equation • Image intensity depends on surface orientation • It also depends on lighting and albedo, but those assumed to be known
Surface Normal • A surface z(x,y) • A point on the surface: (x,y,z(x,y))T • Tangent directions tx=(1,0,p)T, ty=(0,1,q)T with p=zx, q=zy
Lambertian SFS • We obtain • Proportionality – because albedo is known up to scale • For each point one differential equation in two unknowns, p and q • But both come from an integrable surface z(x,y) • Thus, py= qx (zxy=zyx). • Therefore, one differential equation in one unknowns
SFS with Fast Marching • Suppose lighting coincides with viewing direction l=(0,0,1)T, then • Therefore • For general l we can rotate the camera
Distance Transform • is called Eikonal equation • Consider d(x) s.t. |dx|=1 • Assume x0=0 d x x0
Distance Transform • is called Eikonal equation • Consider d(x) s.t. |dx|=1 • Assume x0=0 and x0=1 d x x1 x0
SFS with Fast Marching • - Some places are more difficult to walk than others • Solution to Eikonal equations –using a variation of Dijkstra’s algorithm • Initial condition: we need to know z at extrema • Starting from lowest points, we propagate a wave front, where we gradually compute new values of z from old ones
Photometric Stereo • Fewer assumptions are needed if we have several images of the same object under different lightings • In this case we can solve for both lighting, albedo, and shape • This can be done by Factorization • Recall that • Ignore the case θ>90°
Photometric Stereo - Factorization Goal: given M, find L and S What should rank(M) be?
Photometric Stereo - Factorization • Use SVD to find a rank 3 approximation • Define • So • Factorization is not unique, since , A invertible To reduce ambiguity we impose integrability
Reducing Ambiguity • Assume • We want to enforce integrability • Notice that • Denote by the three rows of A, then • From which we obtain
Reducing Ambiguity • Linear transformations of a surface • It can be shown that this is the only transformation that maintains integrability • Such transformations are called “generalized bas relief transformations” (GBR) • Thus, by imposing integrability the surface is reconstructed up to GBR
Illumination Cone • Due to additivity, the set of images of an object under different lighting forms a convex cone in RN • This characterization is generic, holds also with specularities, shadows and inter-reflections • Unfortunately, representing the cone is complicated (infinite degree of freedom) = 0.5* +0.2* +0.3*
Eigenfaces Photobook/Eigenfaces (MIT Media Lab)
Recognition with PCA Amano, Hiura, Yamaguti, and Inokuchi; Atick and Redlich;Bakry, Abo-Elsoud, and Kamel;Belhumeur, Hespanha, and Kriegman;Bhatnagar, Shaw, and Williams; Black and Jepson; Brennan and Principe;Campbell and Flynn; Casasent, Sipe and Talukder;Chan, Nasrabadi and Torrieri;Chung, Kee and Kim; Cootes, Taylor, Cooper and Graham; Covell; Cui and Weng;Daily and Cottrell;Demir, Akarun, and Alpaydin;Duta, Jain and Dubuisson-Jolly; Hallinan; Han and Tewfik; Jebara and Pentland;Kagesawa, Ueno, Kasushi, and Kashiwagi;King and Xu;Kalocsai, Zhao, and Elagin; Lee, Jung, Kwon and Hong; Liu and Wechsler;Menser and Muller;Moghaddam;Moon and Philips; Murase and Nayar; Nishino, Sato, and Ikeuchi;Novak, and Owirka;Nishino, Sato, and Ikeuchi;Ohta, Kohtaro and Ikeuchi; Ong and Gong; Penev and Atick; Penev and Sirivitch;Lorente and Torres;Pentland, Moghaddam, and Starner;Ramanathan, Sum, and Soon; Reiter and Matas; Romdhani, Gong and Psarrou;Shan, Gao, Chen, and Ma;Shen, Fu, Xu, Hsu, Chang, and Meng;Sirivitch and Kirby; Song, Chang, and Shaowei; Torres, Reutter, and Lorente;Turk and Pentland;Watta, Gandhi, and Lakshmanan;Weng and Chen; Yuela, Dai, and Feng; Yuille, Snow, Epstein, and Belhumeur;Zhao, Chellappa, and Krishnaswamy;Zhao and Yang…
Empirical Study (Yuille et al.)
Intuition lighting reflectance
+ + + (Light → Reflectance) = Convolution
+ + + (Light → Reflectance) = Convolution
Positive values Negative values Spherical Harmonics 1 Z X Y XY XZ YZ
Cumulative Energy (percents) N
Reflectance Near 9D Yields 9D linear subspace. 4D approximation (first order) can also be used = point source + ambient
Harmonic Representations ρ Albedo n Surface normal Positive values Negative values r