Image formation 2. Blur circle A point at distance is imaged at point from the lens and so Points a t distance are brought into focus at distance Thus.

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Presentation transcript:

Image formation 2

Blur circle A point at distance is imaged at point from the lens and so Points a t distance are brought into focus at distance Thus points at distance will give rise to a blur circle of diameter with d the diameter of the lens

Irradiance, E Light power per unit area (watts per square meter) incident on a surface. If surface tilts away from light, same amount of light strikes bigger surface (less irradiance) (no foreshortening) E times pixel area times exposure time -> pixel intensity light surface

Radiance, L 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

Solid angle 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

Power emitted from patch DA

Relationship :Image Irradiance and Scene Radiance

Radiosity The total power leaving a point on a surface per unit area on the surface If radiance independent of angle -> ingegrate over hemisphere

BRDF unit:

Special Cases: Lambertian Albedo is fraction of light reflected. Diffuse objects (cloth, matte paint). Brightness doesn’t depend on viewpoint. Does depend on angle between light and surface. Surface normal Light  Note: reflected light is with strength proportional to cos of angle with surface normal, but the area is foreshortened

Lambertian Examples Scene (Oren and Nayar) Lambertian sphere as the light moves. (Steve Seitz)

Specular surfaces 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 ( csNotes/Shading/Shading.html)

Specular surfaces ( csNotes/Shading/Shading.html) Brightness depends on viewing direction.

Phong’s model 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 (Forsyth & Ponce)

Lambertian + Specular Model

Lambertian + specular Two parameters: how shiny, what kind of shiny. Advantages –easy to manipulate –very often quite close true Disadvantages –some surfaces are not e.g. underside of CD’s, feathers of many birds, blue spots on many marine crustaceans and fish, most rough surfaces, oil films (skin!), wet surfaces –Generally, very little advantage in modelling behaviour of light at a surface in more detail -- it is quite difficult to understand behaviour of L+S surfaces (but in graphics???)

Lambertian+Specular+Ambient (

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