Title: Signal Processing Framework for Reflection
1- Signal Processing Framework for Reflection
- Lectures 7 and 8
Thanks to Ravi Ramamoorthi, Pat Hanrahan, Ronen
Basri, David Jacobs, Ron Dror, Ted Adelson. Ravi
Ramamoorthis homepage is an excellent source for
papers, videos, PPTs on this topic. Many of the
slides in these classes are obtained from his
website. http//www.cs.columbia.edu/ravir/
2Illumination Illusion
- People perceive materials more easily under
natural illumination than simplified
illumination.
Images courtesy Ron Dror and Ted Adelson
3Illumination Illusion
- People perceive materials more easily under
natural illumination than simplified
illumination.
Images courtesy Ron Dror and Ted Adelson
4Material Recognition
Photographs of 4 spheres in 3 different lighting
conditions courtesy Dror and Adelson
5Dror, Adelson, Wilsky
6Surface Appearance - RECAP
sensor
source
normal
surface element
Image intensities f ( normal, surface
reflectance, illumination ) Surface Reflection
depends on both the viewing and illumination
direction.
7BRDF Bidirectional Reflectance Distribution
Function
source
z
incident direction
viewing direction
normal
y
surface element
x
Irradiance at Surface in direction
Radiance of Surface in direction
BRDF
8Derivation of the Scene Radiance Equation
From the definition of BRDF
9Derivation of the Scene Radiance Equation
Important!
From the definition of BRDF
Write Surface Irradiance in terms of Source
Radiance
Integrate over entire hemisphere of possible
source directions
Convert from solid angle to theta-phi
representation
10Assumptions
11Assumptions
- Known geometry
- Convex curved surfaces no shadows,
interreflection
Complex geometry use surface normal
12Assumptions
- Known geometry
- Convex curved surfaces no shadows,
interreflection - Distant illumination
Illumination Grace Cathedral courtesy Paul
Debevec
Photograph of mirror sphere
13Assumptions
- Known geometry
- Convex curved surfaces no shadows,
interreflection - Distant illumination
- Homogeneous isotropic materials
Anisotropic
Isotropic
14Assumptions
- Known geometry
- Convex curved surfaces no shadows,
interreflection - Distant illumination
- Homogeneous isotropic materials
- Later, practical algorithms relax some
assumptions
15Reflection
16Reflection as Convolution (2D)
L
B
17Reflection as Convolution (2D)
18Reflection as Convolution (2D)
19Convolution
u
Signal f(x)
Output h(u)
Filter g(x)
20Convolution
u1
u
x
Signal f(x)
Output h(u)
Filter g(x)
21Convolution
u2
u
x
Signal f(x)
Output h(u)
Filter g(x)
22Convolution
u3
u
x
Signal f(x)
Output h(u)
Filter g(x)
23Convolution
u
x
Signal f(x)
Output h(u)
Filter g(x)
24Reflection as Convolution (2D)
Fourier analysis
R. Ramamoorthi and P. Hanrahan Analysis of
Planar Light Fields from Homogeneous Convex
Curved Surfaces under Distant Illumination SPIE
Photonics West 2001 Human Vision and Electronic
Imaging VI pp 195-208
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27Spherical Harmonics (3D)
- Polynomials of polar and azimuth angles.
- Represent all rotations on the sphere.
- Solutions to the angular part of Laplacian
Equation in 3D - - do not depend on radius of sphere.
- - very important in physics problems.
- They are Orthonormal basis on the sphere.
- Any function on the sphere can be expanded using
a sum of - spherical harmonics of different orders (like
Fourier series in 2D)
28Spherical Harmonics
0
1
2 . . .
-1
-2
0
1
2
29Spherical Harmonic Analysis
2D
3D
30Environment Maps
Miller and Hoffman, 1984
31Irradiance Environment Maps
Incident Radiance (Illumination Environment Map)
Irradiance Environment Map
32Diffuse Reflection
Reflectance (albedo/texture)
Radiosity (image intensity)
Irradiance (incoming light)
quake light map
33Computing Irradiance
- Classically, hemispherical integral for each
pixel - Lambertian surface is like low pass filter
- Frequency-space analysis
Incident Radiance
Irradiance
34Assumptions
- Diffuse surfaces
- Distant illumination
- No shadowing, interreflection
- Hence, Irradiance is a function of surface normal
35Spherical Harmonic Expansion
- Expand lighting (L), irradiance (E) in basis
functions
.67
.36
36Computing Light Coefficients
- Compute 9 lighting coefficients Llm
- 9 numbers instead of integrals for every pixel
- Lighting coefficients are moments of lighting
- Weighted sum of pixels in the environment map
37Analytic Irradiance Formula
-
- Lambertian surface acts like low-pass filter
38Computing Irradiance
- Classically, hemispherical integral for each
pixel - Lambertian surface is like low pass filter
- Frequency-space analysis
Incident Radiance
Irradiance
399 Parameter Approximation
Order 0 1 term (constant)
Exact image
RMS error 25
409 Parameter Approximation
Order 1 4 terms (linear)
Exact image
RMS Error 8
419 Parameter Approximation
Order 2 9 terms (quadratic)
Exact image
RMS Error 1
For any illumination, average error lt 2 Basri
Jacobs 01
42Comparison
Irradiance map Texture 256x256 Hemispherical Inte
gration 2Hrs
Irradiance map Texture 256x256 Spherical
Harmonic Coefficients 1sec
Incident illumination 300x300
43 Dual Representation
- Diffuse BRDF Filter width small in frequency
domain - Specular Filter width small in spatial (angular)
domain - Practical Representation Dual angular,
frequency-space
44Complex Geometry
- Assume no shadowing Simply use surface normal
45Lighting Design
- Final image sum of 3D basis functions scaled by
Llm - Alter appearance by changing weights of basis
functions
46Insights Signal Processing
- Signal processing framework for reflection
- Light is the signal
- BRDF is the filter
- Reflection on a curved surface is convolution
47Insights Signal Processing
- Signal processing framework for reflection
- Light is the signal
- BRDF is the filter
- Reflection on a curved surface is convolution
Filter is Delta function Output Signal
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49Insights Signal Processing
- Signal processing framework for reflection
- Light is the signal
- BRDF is the filter
- Reflection on a curved surface is convolution
Signal is Delta function Output Filter
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51Phong, Microfacet Models
Mirror
Illumination estimation ill-posed for rough
surfaces
Analytic formulae in R. Ramamoorthi and P.
Hanrahan A Signal-Processing Framework for
Inverse Rendering SIGGRAPH 2001 pp 117-128
52Lambertian
Incident radiance (mirror sphere)
Irradiance (Lambertian)
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54Estimating BRDF and Lighting
Photographs
Geometric model
55Estimating BRDF and Lighting
Forward RenderingAlgorithm
Photographs
BRDF
Rendering
Lighting
Geometric model
56Estimating BRDF and Lighting
Forward RenderingAlgorithm
Photographs
BRDF
Novel lighting
Rendering
Geometric model
57Inverse Problems Difficulties
Ill-posed (ambiguous)
58Motivation
- Understand nature of reflection and illumination
- Applications in computer graphics
- Real-time forward rendering
- Inverse rendering
-
59Inverse Lighting
Given B,? find L
- Well-posed unless denominator vanishes
- BRDF should contain high frequencies Sharp
highlights - Diffuse reflectors low pass filters Inverse
lighting ill-posed
60Inverse BRDF
Given B,L find ?
- Well-posed unless Llm vanishes
- Lighting should have sharp features (point
sources, edges) - BRDF estimation ill-conditioned for soft lighting
Area source Same BRDF
Directional Source
61Factoring the Light Field
- Light Field can be factored
- Up to global scale factor
- Assumes reciprocity of BRDF
- Can be ill-conditioned
- Analytic formula derived
Given B find L and ?
More knowns (4D) than unknowns (2D/3D)
62Factoring the Light Field
Lighting coefficients are independent of viewing
directions (indices L and M are independent of P
and Q).
BRDF Reciprocity
63Factoring the Light Field
Bootstrapping Method for Factorization (Start by
assuming DC component of Lighting)
64Algorithm Validation
Photograph
True values
Kd 0.91
Ks 0.09
µ 1.85
s 0.13
65Algorithm Validation
Photograph
Renderings
Image RMS error 5
Known lighting
Unknown lighting
True values
Kd 0.91 0.89 0.87
Ks 0.09 0.11 0.13
µ 1.85 1.78 1.48
s 0.13 0.12 0.14
66Inverse BRDF Spheres
Photographs
Renderings (Recovered BRDF)
67Complications
- Challenge Complex geometry with concavities
Self shadowing - Solution
- Use associativity of convolution
- Blur lighting, treat specular BRDF term as mirror
- Single ray for shadowing, easy in ray tracer
68Complex Geometry
- 3 photographs of a sculpture
- Complex unknown illumination
- Geometry known
- Estimate microfacet BRDF and distant lighting
69Comparison
70New View, Lighting
Photograph
Rendering
71Textured Objects
Rendering
Photograph