Title: Last Time: Photometric Stereo: shape from lighting' Today, a little bit more about light, and images
1Last Time Photometric Stereo shape from
lighting.Today, a little bit more about light,
and images.
2(No Transcript)
3Distant objects appear Bright !
4(No Transcript)
5De-hazed
Haze
6(No Transcript)
7(No Transcript)
8(No Transcript)
9Bad Weather
Mist
Haze
Rain
Fog
Images Courtesy Steve and Carol Sheldon
10More Weather
Non-uniform Fog
Rain Drops and Rain Streaks
Snow Flakes and Snow Streaks
11How often do we see Bad Weather?
Clear Sunny (77)
Bad Weather (23)
Manhattan, Every Hour, 12 Months
12Natural illumination in Scattering Media
Narasimhan and Nayar, 99 - 03, Schechner et al,
01, 04
13Glows of Light Sources
Mist
Fog
14Active illumination in Scattering Media
Levoy et al., Narasimhan-Nayar, Kocak-Caimi,
Jaffe et al., Schechner et al., Negahdaripour et
al.
15Floodlighting is Bad in Scattering Media
Remember Driving in Fog at Night?
16Translucent Objects
Koenderink and van Doorn, 2001
Clouds
Milk
17Rendering Moon
Jensen et al., 2001
18Scattering in different fields
Art - 500-600 years Physics - 250
years Astrophysics/Astronomy - 80-100
years Atmospheric Optics - 80-100
years Medical Imaging - 30 years Remote
Sensing - 30 years Oceanic Engineering - 30
years Computer Graphics - 20 years Computer
Vision - 5-10 years
19Light Transport in Clear Day
Point Source
Viewer
Surface Point
Near-Field Divergent Sources
20Light Transport in Scattering Media
Point Source
Viewer
Surface Point
Clear Day
Foggy Day
Clear Day
Foggy Day
21Complexity of Rendering Scattering Media
Objects
Virtual Viewpoint
Virtual Screen
22Complexity of Rendering Scattering Media
Objects
Virtual Viewpoint
Virtual Screen
23Complexity of Rendering Scattering Media
Objects
Virtual Viewpoint
Virtual Screen
24Complexity of Rendering Scattering Media
Objects
Virtual Viewpoint
Virtual Screen
640 x 480 (image) x 4 (lights) x 50 (steps)
100 ( directions ) x 50 (steps) x 30
(intersect) ?
1.9 Trillion Calculations 3.0 GHz
CPU?
25The amount of contributing light is equal to the
area of fog between the camera and the point in
the screen. The light of the incoming ray,
however, was partially absorbed by the fog
itself, thus reducing its intensity.
Amount of Light absorbed by fog
Area of fog absorbing light
Area of fog emitting light
Intensity of the light coming from the fog
Intensity of the light coming from the scene
Amount of Light emitted by fog
26Since the area of fog emitting light is the same
for the area of fog absorbing light, and the
assumption is made that the amount of light
emitted is the same percentage as absorbed, then
this equal simplifies to
Area of fog
Intensity of the light coming from the scene
Intensity of the light coming from the fog
Amount of light absorbed/emitted by fog (fog
density)
27Radiation Fog
Advection Fog
Simulated Foggy Image
Actual Clear Day Image
Simulated Foggy Image
Actual Clear Day Image
Dense Aerosols with Drizzle
Haze
Simulated Hazy Image
Actual Clear Day Image
Simulated Foggy Image
Actual Clear Day Image
Urban Aerosol with Moderate Rain
Fog with Cumulus Clouds
Simulated Foggy Image
Simulated Foggy Image
Actual Clear Day Image
Actual Clear Day Image
28The Fundamental Assumption in Vision
Lighting
No Change in Radiance
Surface
Camera
Assumption We live in Vacuum!
29Driving in Bad Weather
People tend to drive fast in fog!! Nature, 1998
30Attenuation Model Zeroth Order Scattering
Scattering Medium
Attenuated Exiting Light
Incident Light
X d
Unit Cross Section
dx
X 0
Brightness at Distance d
( Bouguers Law, 1729 )
31Airlight Model First Order Scattering
( Koschmeider, 1924 )
Sunlight
Diffuse Skylight
dV
Observer
Object
d
Diffuse Ground Light
Brightness due to a Path of Length d
Horizon Brightness
32Distant objects appear Bright !
Mountains
33Structure from Airlight
34How does Brightness/Color vary with Distance?
Object
Observer
d
Color
Color
Distance
Distance
Attenuation
Airlight
35Contrast Degradation in Bad Weather
Irradiance Attenuation
Airlight
Scattering Coefficient
Reflectance
Horizon Brightness
Depth
(1)
(2)
Contrast between Iso-Depth points , P
and P
Contrast Decay Exponential in Scene Depth
36Depth Edges vs. Reflectance Edges
Mild Fog
Denser Fog
Reflectance Edge
Depth Edge
Normalized SSD of Depth Edge Neighborhood
Normalized SSD of Reflectance Edge
Neighborhood
37Edge Classification from Weather Changes
Edge Classification
Mild Fog
Denser Fog
Reflectance Edge Depth Edge
38Defogging Videos
Foggy Video
Defogged Video
Histogram Equalized Video
39Scene Structure from Weather Changes
Irradiance under versus
Irradiance under Linear
All Scene points at Depth 1
All Scene points at Depth 2
Scaled Depth
40Gray World Contrast Restoration and Structure
3D Visualization
Deweathering
41Contrast Restoration and 3D Structure
Dense Fog, 530 PM
Mild Fog, 5 PM
Contrast Restored Image
Computed Depth Map (20 levels)
42Scattering and Wavelength
constant
Rayleighs Law
(0 4)
Smaller the particles, larger the dependence on
wavelength Blue skies through pure air (small
particles) Fog looks greyish (whitish) larger
water droplets.
43Clear Day from Hazy Days
Unknown Hazy Conditions
Time 300 PM
Time 330 PM
( Narasimhan et. al, IJCV 2002)
44Clear Day from Hazy Day Using Polarizing Filters
De-hazed
Haze
Airlight is Partially Polarized
45Scattering from Near-Field Sources
46Scattering from Near-Field Sources
Loss of contrast
47Scattering from Near-Field Sources
Dimming and blur
Loss of contrast
48Scattering from Near-Field Sources
Glows
Dimming and blur
Lost of contrast
49(No Transcript)
50Other 3D shape cues
Merle Norman Cosmetics, Los Angeles
51Surface normals in C orthographic projection
52Constraint on surface normals
53How to use the constraints?
54(No Transcript)
55(No Transcript)
56The Visual Cliff, by William Vandivert, 1960
57From The Art of Photography, Canon
58Active Methods
Li Zhangs one-shot stereo
- Project structured light patterns onto the
object - simplifies the correspondence problem
59Active Stereo with Structured Light
60Laser Scanning
Digital Michelangelo Project http//graphics.stanf
ord.edu/projects/mich/
- Optical triangulation
- Project a single stripe of laser light
- Scan it across the surface of the object
- This is a very precise version of structured
light scanning
61Laser Scanned Models
The Digital Michelangelo Project, Levoy et al.
62Laser Scanned Models
The Digital Michelangelo Project, Levoy et al.
63Laser Scanned Models
The Digital Michelangelo Project, Levoy et al.
64Laser Scanned Models
The Digital Michelangelo Project, Levoy et al.