Photometric stereo

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Photometric stereo analyzes multiple images of an object under different lighting conditions to estimate a normal direction at each pixel. Photometric stereo.png
Photometric stereo analyzes multiple images of an object under different lighting conditions to estimate a normal direction at each pixel.

Photometric stereo is a technique in computer vision for estimating the surface normals of objects by observing that object under different lighting conditions (photometry). It is based on the fact that the amount of light reflected by a surface is dependent on the orientation of the surface in relation to the light source and the observer. [1] By measuring the amount of light reflected into a camera, the space of possible surface orientations is limited. Given enough light sources from different angles, the surface orientation may be constrained to a single orientation or even overconstrained.

Contents

The technique was originally introduced by Woodham in 1980. [2] The special case where the data is a single image is known as shape from shading, and was analyzed by B. K. P. Horn in 1989. [3] Photometric stereo has since been generalized to many other situations, including extended light sources and non-Lambertian surface finishes. Current research aims to make the method work in the presence of projected shadows, highlights, and non-uniform lighting.

Basic Method

Under Woodham's original assumptions — Lambertian reflectance, known point-like distant light sources, and uniform albedo — the problem can be solved by inverting the linear equation , where is a (known) vector of observed intensities, is the (unknown) surface normal, and is a (known) matrix of normalized light directions.

This model can easily be extended to surfaces with non-uniform albedo, while keeping the problem linear. [4] Taking an albedo reflectivity of , the formula for the reflected light intensity becomes:

If is square (there are exactly 3 lights) and non-singular, it can be inverted, giving:

Since the normal vector is known to have length 1, must be the length of the vector , and is the normalised direction of that vector. If is not square (there are more than 3 lights), a generalisation of the inverse can be obtained using the Moore–Penrose pseudoinverse, [5] by simply multiplying both sides with giving:

After which the normal vector and albedo can be solved as described above.

Non-Lambertian surfaces

The classical photometric stereo problem concerns itself only with Lambertian surfaces, with perfectly diffuse reflection. This is unrealistic for many types of materials, especially metals, glass and smooth plastics, and will lead to aberrations in the resulting normal vectors.

Many methods have been developed to lift this assumption. In this section, a few of these are listed.

Specular reflections

Historically, in computer graphics, the commonly used model to render surfaces started with Lambertian surfaces and progressed first to include simple specular reflections. Computer vision followed a similar course with photometric stereo. Specular reflections were among the first deviations from the Lambertian model. These are a few adaptations that have been developed.

General BRDFs and beyond

According to the Bidirectional reflectance distribution function (BRDF) model, a surface may distribute the amount of light it receives in any outward direction. This is the most general known model for opaque surfaces. Some techniques have been developed to model (almost) general BRDFs. In practice, all of these require many light sources to obtain reliable data. These are methods in which surfaces with general BRDFs can be measured.

Some progress has been made towards modelling an even more general surfaces, such as Spatially Varying Bidirectional Distribution Functions (SVBRDF), Bidirectional surface scattering reflectance distribution functions (BSSRDF), and accounting for interreflections. [10] [11] However, such methods are still fairly restrictive in photometric stereo. Better results have been achieved with structured light. [12]

See also

Related Research Articles

<span class="mw-page-title-main">Albedo</span> Ratio of how much light is reflected back from a body

Albedo is the fraction of sunlight that is diffusely reflected by a body. It is measured on a scale from 0 to 1.

<span class="mw-page-title-main">Reflectance</span> Capacity of an object to reflect light

The reflectance of the surface of a material is its effectiveness in reflecting radiant energy. It is the fraction of incident electromagnetic power that is reflected at the boundary. Reflectance is a component of the response of the electronic structure of the material to the electromagnetic field of light, and is in general a function of the frequency, or wavelength, of the light, its polarization, and the angle of incidence. The dependence of reflectance on the wavelength is called a reflectance spectrum or spectral reflectance curve.

The Phong reflection model is an empirical model of the local illumination of points on a surface designed by the computer graphics researcher Bui Tuong Phong. In 3D computer graphics, it is sometimes referred to as "Phong shading", particularly if the model is used with the interpolation method of the same name and in the context of pixel shaders or other places where a lighting calculation can be referred to as “shading”.

<span class="mw-page-title-main">Normal (geometry)</span> Line or vector perpendicular to a curve or a surface

In geometry, a normal is an object that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at the point. A normal vector may have length one or its length may represent the curvature of the object. Multiplying a normal vector by -1 results in the opposite vector, which may be used for indicating sides.

<span class="mw-page-title-main">Shading</span> Depicting depth through varying levels of darkness

Shading refers to the depiction of depth perception in 3D models or illustrations by varying the level of darkness. Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light.

<span class="mw-page-title-main">Normal mapping</span> Texture mapping technique

In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map.

In radiometry, irradiance is the radiant flux received by a surface per unit area. The SI unit of irradiance is the watt per square metre (W⋅m−2). The CGS unit erg per square centimetre per second (erg⋅cm−2⋅s−1) is often used in astronomy. Irradiance is often called intensity, but this term is avoided in radiometry where such usage leads to confusion with radiant intensity. In astrophysics, irradiance is called radiant flux.

<span class="mw-page-title-main">Specular reflection</span> Mirror-like wave reflection

Specular reflection, or regular reflection, is the mirror-like reflection of waves, such as light, from a surface.

<span class="mw-page-title-main">Lambertian reflectance</span> Model for determining radiant energy reflected off diffuse surfaces

Lambertian reflectance is the property that defines an ideal "matte" or diffusely reflecting surface. The apparent brightness of a Lambertian surface to an observer is the same regardless of the observer's angle of view. More technically, the surface's luminance is isotropic, and the luminous intensity obeys Lambert's cosine law. Lambertian reflectance is named after Johann Heinrich Lambert, who introduced the concept of perfect diffusion in his 1760 book Photometria.

<span class="mw-page-title-main">Bidirectional reflectance distribution function</span> Function of four real variables that defines how light is reflected at an opaque surface

The bidirectional reflectance distribution function is a function of four real variables that defines how light is reflected at an opaque surface. It is employed in the optics of real-world light, in computer graphics algorithms, and in computer vision algorithms. The function takes an incoming light direction, , and outgoing direction, , and returns the ratio of reflected radiance exiting along to the irradiance incident on the surface from direction . Each direction is itself parameterized by azimuth angle and zenith angle , therefore the BRDF as a whole is a function of 4 variables. The BRDF has units sr−1, with steradians (sr) being a unit of solid angle.

<span class="mw-page-title-main">Specular highlight</span> Bright spot of light that appears on shiny objects when illuminated

A specular highlight is the bright spot of light that appears on shiny objects when illuminated. Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the scene.

<span class="mw-page-title-main">Path tracing</span> Computer graphics method

Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (BRDF) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image. When combined with physically accurate models of surfaces, accurate models of real light sources, and optically correct cameras, path tracing can produce still images that are indistinguishable from photographs.

<span class="mw-page-title-main">Caustic (optics)</span> Envelope of light rays reflected or refracted by a curved surface/object

In optics, a caustic or caustic network is the envelope of light rays which have been reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface. The caustic is a curve or surface to which each of the light rays is tangent, defining a boundary of an envelope of rays as a curve of concentrated light. Therefore, in the photo to the right, caustics can be seen as patches of light or their bright edges. These shapes often have cusp singularities.

<span class="mw-page-title-main">Bidirectional scattering distribution function</span>

The definition of the BSDF is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However, in practice, this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF and BTDF.

The Blinn–Phong reflection model, also called the modified Phong reflection model, is a modification developed by Jim Blinn to the Phong reflection model.

The Oren–Nayar reflectance model, developed by Michael Oren and Shree K. Nayar, is a reflectivity model for diffuse reflection from rough surfaces. It has been shown to accurately predict the appearance of a wide range of natural surfaces, such as concrete, plaster, sand, etc.

<span class="mw-page-title-main">3D reconstruction</span> Process of capturing the shape and appearance of real objects

In computer vision and computer graphics, 3D reconstruction is the process of capturing the shape and appearance of real objects. This process can be accomplished either by active or passive methods. If the model is allowed to change its shape in time, this is referred to as non-rigid or spatio-temporal reconstruction.

A structured-light 3D scanner is a 3D scanning device for measuring the three-dimensional shape of an object using projected light patterns and a camera system.

<span class="mw-page-title-main">3D reconstruction from multiple images</span> Creation of a 3D model from a set of images

3D reconstruction from multiple images is the creation of three-dimensional models from a set of images. It is the reverse process of obtaining 2D images from 3D scenes.

<i>Photometria</i> Book by Johann Heinrich Lambert

Photometria is a book on the measurement of light by Johann Heinrich Lambert published in 1760. It established a complete system of photometric quantities and principles; using them to measure the optical properties of materials, quantify aspects of vision, and calculate illumination.

References

  1. Ying Wu. "Radiometry, BRDF and Photometric Stereo" (PDF). Northwestern University. Retrieved 2015-03-25.
  2. Woodham, R.J. 1980. Photometric method for determining surface orientation from multiple images. Optical Engineerings 19, I, 139-144.
  3. B. K. P. Horn, 1989. Obtaining shape from shading information. In B. K. P. Horn and M. J. Brooks, eds., Shape from Shading, pages 121–171. MIT Press.
  4. S. Barsky and Maria Petrou, 2003. The 4-source photometric stereo technique for 3-dimensional surfaces in the presence of highlights and shadows. In IEEE Transactions on Pattern Analysis and Machine Intelligence, vol. 25, issue 10, pages 1239-1252. IEEE.
  5. Chaman Singh Verma and Mon-Ju Wu. "Photometric Stereo". University of Wisconsin-Madison. Retrieved 2015-03-24.
  6. Hemant D. Tagare and Rui J.P. de Figueiredo, 1991. A Theory of Photometric Stereo for a Class of Diffuse Non-Lambertian Surfaces. In IEEE Transactions on Pattern Analysis and Machine Intelligence, vol. 13, no. 2. IEEE.
  7. Katsushi Ikeuchi, 1981. Determining Surface Orientations of Specular Surfaces by Using the Photometric Stereo Method. In IEEE Transactions on Pattern Analysis and Machine Intelligence, vol. PAMI-3, issue 6, pages 661-669. IEEE.
  8. Aaron Hertzmann and Steven M. Seitz, 2005. Example-Based Photometric Stereo: Shape Reconstruction with General, Verying BRDFs. In IEEE Transactions on Pattern Analysis and Machine Intelligence, vol. 27, no. 8. IEEE.
  9. Michael Holroyd, Jason Lawrence, Greg Humphreys and Todd Zickler, 2008. A Photometric Approach for Estimating Normals and Tangents. In ACM SIGGRAPH Asia 2008 Papers, pages 133:1-133:9. ACM.
  10. Shree K. Nayar, Katsushi Ikeuchi and Takeo Kanade, 1991. Shape from interreflections. In International Journal of Computer Vision, vol. 6, number 3, pages 173-195.
  11. Miao Liao, Xinyu Huang and Ruigang Yang, 2011. Interreflection Removal for Photometric Stereo by Using Spectrum-dependent Albedo. In 2011 IEEE Conference on Computer Vision and Pattern Recognition, pages 689-696. IEEE.
  12. Tongbo Chen, Hendrik Lensch, Christian Fuchs and H.P. Seidel, 2007. Polarization and Phase-shifting for 3D Scanning of Translucent Objects. In IEEE Conference on Computer Vision and Pattern Recognition, 2007, pages 1-8. IEEE.