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Matting, Transparency, and Illumination

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Presentation on theme: "Matting, Transparency, and Illumination"— Presentation transcript:

1 Matting, Transparency, and Illumination
cs129: Computational Photography James Hays, Brown, Spring 2011 Slides from Alexei Efros

2 How does Superman fly? Super-human powers? OR
Image Blending (project 2) Image Matting? Matting vs Blending

3 Physics of Alpha Matting
Semi-transparent objects Or, why segmentation isn’t good enough. Pixels too large

4 alpha channel Add one more channel:
Image(R,G,B,alpha) Sprite! Encodes transparency (or pixel coverage): Alpha = 1: opaque object (complete coverage) Alpha = 0: transparent object (no coverage) 0<Alpha<1: semi-transparent (partial coverage) Example: alpha = 0.7 Partial coverage or semi-transparency

5 “Pulling a Matte” Problem Definition: Hard problem
The separation of an image C into A foreground object image Co, a background image Cb, and an alpha matte a Co and a can then be used to composite the foreground object into a different image Hard problem Even if alpha is binary, this is hard to do automatically (background subtraction problem) For movies/TV, manual segmentation of each frame is infeasible Need to make a simplifying assumption…

6 Average/Median Image What can we do with this?

7 Background Subtraction
- =

8 Background Subtraction
A largely unsolved problem… One video frame Estimated background Difference Image Thresholded Foreground on blue

9 Blue Screen

10 Blue Screen matting Most common form of matting in TV studios & movies
Petros Vlahos invented blue screen matting in the 50s. His Ultimatte® is still the most popular equipment. He won an Oscar for lifetime achievement. A form of background subtraction: Need a known background Compute alpha as SSD(C,Cb) > threshold Or use Vlahos’ formula: a = 1-p1(B-p2G) Hope that foreground object doesn’t look like background no blue ties! Why blue? Why uniform?

11 The Ultimatte p1 and p2

12 Semi-transparent mattes
What we really want is to obtain a true alpha matte, which involves semi-transparency Alpha between 0 and 1

13 Matting Problem: Mathematical Definition

14 Why is general matting hard?

15 Solution #1: No Blue!

16 Solution #2: Gray or Flesh

17 Triangulation Matting (Smith & Blinn)
How many equations? How many unknowns? Does the background need to be constant color?

18 The Algorithm

19 Triangulation Matting Examples

20 More Examples

21 More examples

22 Problems with Matting Solution: Modify the Matting Equation
Images do not look realistic Lack of Refracted Light Lack of Reflected Light Solution: Modify the Matting Equation

23 Environment Matting and Compositing
slides by Jay Hetler Douglas E. Zongker ~ Dawn M. Werner ~ Brian Curless ~ David H. Salsin SIGGRAPH 99

24 Environment Matting Equation
C = F + (1- a)B + F C ~ Color F ~ Foreground color B ~ Background color a ~ Amount of light that passes through the foreground F ~ Contribution of light from Environment that travels through the object Alpha holds values from zero to one…

25 Explanation of F R – reflectance image T – Texture image

26 Series of structured backgrounds
Environment Mattes

27 How much better is Environment Matting?
Alpha Matte Environment Matte Photograph

28 How much better is Environment Matting?
Alpha Matte Environment Matte Photograph

29 Shree K. Nayar Gurunandan G. Krishnan Columbia University
Fast Separation of Direct and Global Images Using High Frequency Illumination Shree K. Nayar Gurunandan G. Krishnan Columbia University Michael D. Grossberg City College of New York Ramesh Raskar MERL SIGGRAPH Conference Boston, July 2006 Support: ONR, NSF, MERL

30 Direct and Global Illumination
participating medium D : Volumetric translucent surface E E : Diffusion C C : Subsurface A A : Direct surface source B B : Interrelection P camera

31 Direct and Global Components: Interreflections
surface source j BRDF and geometry i camera direct global radiance

32 High Frequency Illumination Pattern
surface source i camera fraction of activated source elements +

33 - High Frequency Illumination Pattern + i surface source camera
fraction of activated source elements

34 Separation from Two Images
direct global

35 Diffuse Interreflections Specular Volumetric Scattering Subsurface Diffusion

36 Scene

37 Scene Direct Global

38 More Real World Examples:

39 Eggs: Diffuse Interreflections
Direct Global

40 Wooden Blocks: Specular Interreflections
Direct Global

41 Kitchen Sink: Volumetric Scattering
Chandrasekar 50, Ishimaru 78 Direct Global

42 Peppers: Subsurface Scattering
Direct Global

43 Hand Direct Global Skin: Hanrahan and Krueger 93,
Uchida 96, Haro 01, Jensen et al. 01, Cula and Dana 02, Igarashi et al. 05, Weyrich et al. 05 Direct Global

44 Face: Without and With Makeup
Without Makeup Global Direct With Makeup

45 Blonde Hair Direct Global Hair Scattering: Stamm et al. 77,
Bustard and Smith 91, Lu et al. 00 Marschner et al. 03 Direct Global

46


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