Title: Color and Brightness Constancy
1Color and Brightness Constancy
- Jim Rehg
- CS 4495/7495 Computer Vision
- Lecture 25 26
- Wed Oct 18, 2002
2Outline
- Human color inference
- Lands Retinex
- Dichromatic reflectance model
- Finite dimensional linear models
- Color constancy algorithm
3Human Color Constancy
- Distinguish between
- Color constancy, which refers to hue and
saturation - Lightness constancy, which refers to gray-level.
- Humans can perceive
- Color a surface would have under white light
(surface color) - Color of the reflected light (limited ability to
separate surface color from measured color) - Color of illuminant (even more limited)
4Spatial Arrangement and Color Perception
5Spatial Arrangement and Color Perception
6Spatial Arrangement and Color Perception
7Lands Mondrian Experiments
- The (by-now) familiar phenomena Squares of color
with the same color radiance yield very different
color perceptions
Photometer 1.0, 0.3, 0.3
Photometer 1.0, 0.3, 0.3
Colored light
White light
Audience Red
Audience Blue
8Basic Model for Lightness Constancy
- Modeling assumptions for camera
- Planar frontal scene
- Lambertian reflectance
- Linear camera response
- Camera model
- Modeling assumptions for scene
- Albedo is piecewise constant
- Exception ripening fruit
- Illumination is slowly-varying
- Exception shadow boundaries
9Algorithm Components
- The goal is to determine what the surfaces in the
image would look like under white light. - A process that compares the brightness of patchs
across their common boundaries and computes
relative brightness. - A process that establishes an absolute reference
for lightness (e.g. brightest point is white)
101-D Lightness Retinex
Threshold gradient image to find surface (patch)
boundaries
111-D Lightness Retinex
Integration to recover surface lightness (unknown
constant)
12Extension to 2-D
- Spatial issues
- Integration becomes much harder
- Integrate along many sample paths (random walk)
- Loopy propagation
- Recover of absolute lightness/color reference
- Brightest patch is white
- Average reflectance across scene is known
- Gamut is known
- Specularities can be detected
- Known reference (color chart, skin color, etc.)
13Color Retinex
Images courtesy John McCann
14Finding Specularities
- Dielectric materials
- Specularly reflected light has the color of the
source - Reflected light has two components, we see their
sum - Diffuse (body reflection)
- Specular (highlight)
- Specularities produce a Skewed-T in the color
histogram of the object.
15Skewed-T in Histogram
- A Physical Approach to Color Image Understanding
Klinker, Shafer, and Kanade. IJCV 1990
16Skewed-T in Histogram
17Recent Application to Stereo
Synthetic scene
Motion of camera causes highlight location to
change. This cue can be combined with histogram
analysis.
18Recent Application to Stereo
Real scene
19Finite Dimensional Linear Models
20Obtaining the illuminant from specularities
- Assume that a specularity has been identified,
and material is dielectric. - Then in the specularity, we have
- Assuming
- we know the sensitivities and the illuminant
basis functions - there are no more illuminant basis functions than
receptors - This linear system yields the illuminant
coefficients.
21Obtaining the illuminant from average color
assumptions
- Assume the spatial average reflectance is known
- We can measure the spatial average of the
receptor response to get
- Assuming
- g_ijk are known
- average reflectance is known
- there are not more receptor types than illuminant
basis functions - We can recover the illuminant coefficients from
this linear system
22Normalizing the Gamut
- The gamut (collection of all pixel values in
image) contains information about the light
source - It is usually impossible to obtain extreme color
readings (255,0,0) under white light - The convex hull of the gamut constrains
illuminant - Gamut mapping algorithm (Forsyth 90)
- Obtain convex hull W of pixels under white light
- Obtain convex hull G of input image
- The mapping M(G) must have property