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- Readings
- Forsyth, Chapters 4, 6 (through 6.2)
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- Today
- What is light?
- How do we measure it?
- How does light propagate?
- How does light interact with matter?
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3
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4
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- Known as the plenoptic function
- If you know R, you can predict how the scene would appear from any
viewpoint. How?
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6
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- If you’re interested to read more:
- The plenoptic function
- Original reference: E. Adelson
and J. Bergen, "The Plenoptic Function and the Elements of Early
Vision," in M. Landy and J. A. Movshon, (eds) Computational Models
of Visual Processing, MIT Press 1991.
- L. McMillan and G. Bishop, “Plenoptic Modeling: An Image-Based
Rendering System”, Proc. SIGGRAPH, 1995, pp. 39-46.
- The light field
- M. Levoy and P. Hanrahan, “Light Field Rendering”, Proc SIGGRAPH 96,
pp. 31-42.
- S. J. Gortler, R. Grzeszczuk, R. Szeliski, and M. F. Cohen, "The
lumigraph," in Proc. SIGGRAPH, 1996, pp. 43-54.
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8
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- We “see” electromagnetic radiation in a range of wavelengths
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- The appearance of light depends on its power spectrum
- How much power (or energy) at each wavelength
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- Color perception
- Light hits the retina, which contains photosensitive cells
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- Rods and cones are non-uniformly distributed on the retina
- Rods responsible for intensity, cones responsible for color
- Fovea - Small region (1 or 2°) at the center of the visual field
containing the highest density of cones (and no rods).
- Less visual acuity in the periphery—many rods wired to the same neuron
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13
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- The apparent brightness depends on the surrounding region
- brightness contrast: a constant
colored region seem lighter or darker depending on the surround:
- http://www.sandlotscience.com/Contrast/CheckerBoard_illusion.htm
- brightness constancy: a surface
looks the same under widely varying lighting conditions.
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- Our visual system has a large dynamic range
- We can resolve both light and dark things at the same time
- One mechanism for achieving this is that we sense light intensity on a logarithmic
scale
- an exponential intensity ramp will be seen as a linear ramp
- Another mechanism is adaptation
- rods and cones adapt to be more sensitive in low light, less sensitive
in bright light.
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- Tired photoreceptors
- Send out negative response after a strong stimulus
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- Three types of cones
- Each is sensitive in a different region of the spectrum
- but regions overlap
- Short (S) corresponds to blue
- Medium (M) corresponds to green
- Long (L) corresponds to red
- Different sensitivities: we are
more sensitive to green than red
- Colorblindness—deficiency in at least one type of cone
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- Rods and cones act as filters on the spectrum
- To get the output of a filter, multiply its response curve by the
spectrum, integrate over all wavelengths
- Each cone yields one number
- Q: How can we represent an
entire spectrum with 3 numbers?
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- The mapping from radiance to perceived color is quite complex!
- We throw away most of the data
- We apply a logarithm
- Brightness affected by pupil size
- Brightness contrast and constancy effects
- Afterimages
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- Now how about the mapping from radiance to pixels?
- It’s also complex, but better understood
- This mapping known as the
film or camera response function
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- Method 1
- Carefully model every step in the pipeline
- measure aperture, model film, digitizer, etc.
- this is *really* hard to get right
- Method 2
- Calibrate (estimate) the response function
- Image several objects with known radiance
- Measure the pixel values
- Fit a function
- Find the inverse: maps
pixel intensity to radiance
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- Method 3
- Calibrate the response function from several images
- Consider taking images with shutter speeds 1/1000, 1/100, 1/10, and 1
- Q: What is the relationship
between the radiance or pixel values in consecutive images?
- A: 10 times as much radiance
- Can use this to recover the camera response function
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- Techniques
- Debevec: http://www.debevec.org/Research/HDR/
- Columbia: http://www.cs.columbia.edu/CAVE/tomoo/RRHomePage/rrgallery.html
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- What happens when a light ray hits a point on an object?
- Some of the light gets absorbed
- converted to other forms of energy (e.g., heat)
- Some gets transmitted through the object
- possibly bent, through “refraction”
- Some gets reflected
- as we saw before, it could be reflected in multiple directions at once
- Let’s consider the case of reflection in detail
- In the most general case, a single incoming ray could be reflected in
all directions. How can we
describe the amount of light reflected in each direction?
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- The Bidirectional Reflection Distribution Function
- Given an incoming ray
and outgoing ray
what proportion of the incoming light is reflected along
outgoing ray?
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- Diffuse reflection
- Dull, matte surfaces like chalk or latex paint
- Microfacets scatter incoming light randomly
- Effect is that light is reflected equally in all directions
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- Phong approximation of surface reflectance
- Assume reflectance is modeled by three components
- Diffuse term
- Specular term
- Ambient term (to compensate for inter-reflected light)
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- Gonioreflectometer
- Device for capturing the BRDF by moving a camera + light source
- Need careful control of illumination, environment
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- Captured BRDF models for a variety of materials
- http://www.cs.columbia.edu/CAVE/curet/.index.html
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- Ongoing research in BRDF’s seeks to:
- Recover BRDF’s from “just a few” images, model global light transport
- Yu, Debevec, Malik and Hawkins, “Inverse Global Illumination”, SIGGRAPH
1999.
- Model semi-transparent, refractive surfaces
- Zongker, Werner, Curless, and Salesin, “Environment Matting and
Compositing”, SIGGRAPH 99, pp. 205-214.
- Model sub-surface scattering
- Jensen, Marschner, Levoy and Hanrahan: “A Practical Model for
Subsurface Light Transport”, SIGGRAPH'2001.
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