Understanding Image Formation and Light Reflection: A Comprehensive Guide - Prof. Cornelia, Study notes of Computer Science

This document delves into the fundamental concepts of image formation and light reflection. It explains how points at different distances are imaged, the relationship between light power, surface area, and exposure time, and the properties of various types of surfaces such as lambertian and specular. It also covers important topics like brdf, albedo, and phong's model.

Typology: Study notes

Pre 2010

Uploaded on 02/13/2009

koofers-user-c4z
koofers-user-c4z 🇺🇸

9 documents

1 / 21

Toggle sidebar

This page cannot be seen from the preview

Don't miss anything!

bg1
pf3
pf4
pf5
pf8
pf9
pfa
pfd
pfe
pff
pf12
pf13
pf14
pf15

Partial preview of the text

Download Understanding Image Formation and Light Reflection: A Comprehensive Guide - Prof. Cornelia and more Study notes Computer Science in PDF only on Docsity!

A point at distance z is imaged at point^ z^ ' from the lens

z z f

and so

' ' z z

z f

f

z f

f

z z

z z

z

d

b

Points a t distance z are brought into focus at distance z '

Thus points at distance z will give rise to a blur circle of diameter

with d the diameter of the lens

z’ -z

z’ -z

P

P’

Q Q’ b d

  • Amount of light radiated from a surface into a

given solid angle per unit area (watts per square meter per steradian).

  • Note: the area is the foreshortened area, as seen from the direction that the light is being emitted.
  • Brightness corresponds roughly to radiance

light

surface

  • The solid angle subtended by a cone of rays

is the area of a unit sphere (centered at the cone origin) intersected by the cone

  • A hemisphere cover 2 sterradians

(^222) cos 3 ( /cos ) 4

cos 4 Z

D Z

d D

Power emitted from patch DA

4

2

cos 4 f

D E L

The total power leaving a point on a surface per unit area on the surface

B ( P ) L ( P , , )cos d

If radiance independent of angle -> ingegrate over hemisphere

2

0

2

0

B ( P ) L ( P ) cos sin d d L ( P )

L d

L i i i i

e e e ( ) cos

( ) ,

,

( )

( ) ( ) ,

, , , , i i

i i e e e e E

BRDF f L unit: (^) sr^1

Scene

(Oren and Nayar)

Lambertian sphere as the light moves. (Steve Seitz)

  • Another important

class of surfaces is specular, or mirror-like.

  • radiation arriving along a direction leaves along the specular direction
  • reflect about normal
  • some fraction is absorbed, some reflected
  • on real surfaces, energy usually goes into a lobe of directions

(http://graphics.cs.ucdavis.edu/Graphi csNotes/Shading/Shading.html)

  • Vision algorithms rarely depend on the exact shape of the specular lobe.
  • Typically:
    • very, very small --- mirror
    • small -- blurry mirror
    • bigger -- see only light sources as “specularities”
    • very big -- faint specularities
  • Phong’s model
    • reflected energy falls off with (^) cos n

(Forsyth & Ponce)

( ) ( , )cos ( )

( , ) ( ) ( , )cos

,

, ,

s s s n s o

o o d i i i

P L P

L P P L P d

(http://graphics.cs.ucdavis.edu/GraphicsNotes/Shading/Shading.html)

http://www.cas.vanderbilt.edu/bsci111b/eye/human-eye.jpg

  • pupil: 1-8mm
  • Refracting power (1/f) 60-68 diopters (1 diopter = 1m -1)
  • Macula lutea: region at center of retina
  • Blind spot: where ganglion cell axons exit retina from the optiv nerve