Announcements
Project 2 artifact winners
Project 3
demo session at the end of class

Photometric Stereo
Readings
Forsyth and Ponce, section 5.4
online:  http://www.cs.berkeley.edu/~daf/bookpages/pdf/chap05-final.pdf

Diffuse reflection

Shape from shading
Suppose

Photometric stereo

Solving the equations

More than three lights
Get better results by using more lights

Computing light source directions
Trick:  place a chrome sphere in the scene
the location of the highlight tells you where the light source is

Recall the rule for specular reflection

Computing the light source direction
Can compute q (and hence N) from this figure
Now just reflect V about N to obtain L

Depth from normals
Get a similar equation for V2
Each normal gives us two linear constraints on z
compute z values by solving a matrix equation

Results…

Results…

Limitations
Big problems
doesn’t work for shiny things, semi-translucent things
shadows, inter-reflections
Smaller problems
camera and lights have to be distant
calibration requirements
measure light source directions, intensities
camera response function

Trick for handling shadows
Weight each equation by the pixel brightness: