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Module 1 - Image Formation, Slides of Computer Science

Light, Shadows & Color: Photometric Image Formation

Typology: Slides

2024/2025

Available from 07/02/2025

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Light, Shadows & Color:
Photometric Image
Formation
Materials on these slides have come from many sources in addition to myself; I am infinitely grateful to these, especially Greg Hager, Silvio Savarese, and
Steve Seitz.
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Light, Shadows & Color:

Photometric Image

Formation

Materials on these slides have come from many sources in addition to myself; I am infinitely grateful to these, especially Greg Hager, Silvio Savarese, and

Plan

  • (^) Radiometry and the BRDF
  • (^) Light and shading models
  • (^) The digital camera

Photometric Image Formation

Source: Szeliski book (Fig. 2.14).

Photometric Image Formation

  • (^) Three components to pixel brightness - Illumination and light sources - Surfaces and reflection - Camera response

Lights in the real-world

  • (^) Real lights are complicated
    • (^) Sun-light, incandescent bulbs, fluorescent bulbs
    • (^) Different spectra
    • (^) Different directions
    • (^) Time-varying
  • (^) Fluorscence and biochemistry as well. Source: https://

Light Models

  • (^) Coarse approximations to real light
    • (^) Point light
      • (^) Directional
      • (^) Spot
      • (^) Has a location in space and a distribution over wavelengths
    • (^) Area lights
      • (^) Light-fields
  • (^) Environment Map
    • (^) Maps incident light directions to color values Source: Image from Pat Hanrahan slides on environment

Surfaces and Reflectance

Source: Szeliski book.

The Bidirectional Reflectance Distribution

Function

  • (^) A general model of light scattering Incident light parameters Light parameter Reflected light parameters
  • (^) Helmholtz reciprocity
  • (^) Simplified form for isotropic materials

BRDF

  • (^) Isotropic vs. Anisotropic Isotropi c Anisotropi c Source: Hanrahan

BRDF

  • (^) Understanding and modeling the BRDF is critical to realism in graphics as well as various computer vision applications.
  • (^) http:// www.disneyanimation .c om/technology/ brdf.html

Diffuse or Lambertian Reflection

  • (^) Light is scattered uniformly in all directions.
  • (^) The amount of light depends on the angle between the incident light direction and the surface normal. - Lambert’s cosine law