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Shape From Shading
Photometric stereo is a technique in computer vision for estimating the surface normals of objects by observing that object under different lighting conditions. 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. 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. The technique was originally introduced by Woodham in 1980.Woodham, R.J. 1980Photometric method for determining surface orientation from multiple images Optical Engineerings 19, I, 139-144. 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.B. K. P. Horn, 1989. Obtaining shape from shading information. In B. K. P. Horn and M. J. Broo ...
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Photometric Stereo
Photometric stereo is a technique in computer vision for estimating the surface normals of objects by observing that object under different lighting conditions. 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. 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. The technique was originally introduced by Woodham in 1980.Woodham, R.J. 1980Photometric method for determining surface orientation from multiple images Optical Engineerings 19, I, 139-144. 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.B. K. P. Horn, 1989. Obtaining shape from shading information. In B. K. P. Horn and M. J. Broo ...
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Bidirectional Scattering Distribution Function
The definition of the BSDF (bidirectional scattering distribution function) 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 (bidirectional reflectance distribution function) and BTDF (bidirectional transmittance distribution function). * BSDF is a superset and the generalization of the BRDF and BTDF. The concept behind all BxDF functions could be described as a black box with the inputs being any two angles, one for incoming (incident) ray and the second one for the outgoing (reflected or transmitted) ray at a given point of the surface. The output of this black box is the value defining the ratio between the incoming and the outgoing light energy for the g ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scien ...
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3D Scanner
3D scanning is the process of analyzing a real-world object or environment to collect data on its shape and possibly its appearance (e.g. color). The collected data can then be used to construct digital 3D models. A 3D scanner can be based on many different technologies, each with its own limitations, advantages and costs. Many limitations in the kind of objects that can be digitised are still present. For example, optical technology may encounter many difficulties with dark, shiny, reflective or transparent objects. For example, industrial computed tomography scanning, structured-light 3D scanners, LiDAR and Time Of Flight 3D Scanners can be used to construct digital 3D models, without destructive testing. Collected 3D data is useful for a wide variety of applications. These devices are used extensively by the entertainment industry in the production of movies and video games, including virtual reality. Other common applications of this technology include augmented reality ...
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Stereo Vision
Stereopsis () is the component of depth perception retrieved through binocular vision. Stereopsis is not the only contributor to depth perception, but it is a major one. Binocular vision happens because each eye receives a different image because they are in slightly different positions on one’s head (left and right eyes). These positional differences are referred to as "horizontal disparities" or, more generally, " binocular disparities". Disparities are processed in the visual cortex of the brain to yield depth perception. While binocular disparities are naturally present when viewing a real three-dimensional scene with two eyes, they can also be simulated by artificially presenting two different images separately to each eye using a method called stereoscopy. The perception of depth in such cases is also referred to as "stereoscopic depth". The perception of depth and three-dimensional structure is, however, possible with information visible from one eye alone, such as diffe ...
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Photometry (optics)
Photometry is the science of the measurement of light, in terms of its perceived brightness to the human eye. It is distinct from radiometry, which is the science of measurement of radiant energy (including light) in terms of absolute power. In modern photometry, the radiant power at each wavelength is weighted by a luminosity function that models human brightness sensitivity. Typically, this weighting function is the photopic sensitivity function, although the scotopic function or other functions may also be applied in the same way. Photometry and the eye The human eye is not equally sensitive to all wavelengths of visible light. Photometry attempts to account for this by weighting the measured power at each wavelength with a factor that represents how sensitive the eye is at that wavelength. The standardized model of the eye's response to light as a function of wavelength is given by the luminosity function. The eye has different responses as a function of wavelength when ...
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Photoclinometry
Photoclinometry, or shape-from-shading, is the process by which a 2-dimensional image of a surface is transformed into a surface map that represents different levels of elevation. It uses the shadows and light direction as reference points. It is used mostly to depict the surface of sculptures, to give an idea of how it would look in 3-dimensions. The techniques depend on very specific conditions, especially light direction. The process When light bounces off an object, it reflects with location-specific brightness that depends on the shape of the object and the position of the lightning source. This reflection map can be used to create a bump map of a surface, which uses grayscale levels to depict the height of a point on a surface. Knowing the direction and angle of the light source, one can calculate the approximate height that a point has. However, the light direction and angle is usually unknown, which leads to poor quality images, or having to create multiple bump maps, each ...
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Structured Light
A structured light pattern designed for surface inspection An Automatix Seamtracker arc welding robot equipped with a camera and structured laser light source, enabling the robot to follow a welding seam automatically Structured light is the process of projecting a known pattern (often grids or horizontal bars) on to a scene. The way that these deform when striking surfaces allows vision systems to calculate the depth and surface information of the objects in the scene, as used in structured light 3D scanners. ''Invisible'' (or ''imperceptible'') structured light uses structured light without interfering with other computer vision tasks for which the projected pattern will be confusing. Example methods include the use of infrared light or of extremely high frame rates alternating between two exact opposite patterns. Structured light is used by a number of police forces for the purpose of photographing fingerprints in a 3D scene. Where previously they would use tape to extract ...
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Diffuse Reflection
Diffuse reflection is the reflection of light or other waves or particles from a surface such that a ray incident on the surface is scattered at many angles rather than at just one angle as in the case of specular reflection. An ''ideal'' diffuse reflecting surface is said to exhibit Lambertian reflection, meaning that there is equal luminance when viewed from all directions lying in the half-space adjacent to the surface. A surface built from a non-absorbing powder such as plaster, or from fibers such as paper, or from a polycrystalline material such as white marble, reflects light diffusely with great efficiency. Many common materials exhibit a mixture of specular and diffuse reflection. The visibility of objects, excluding light-emitting ones, is primarily caused by diffuse reflection of light: it is diffusely-scattered light that forms the image of the object in the observer's eye. Mechanism Diffuse reflection from solids is generally not due to surface roughness. ...
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Opacity (optics)
Opacity is the measure of impenetrability to electromagnetic or other kinds of radiation, especially visible light. In radiative transfer, it describes the absorption and scattering of radiation in a medium, such as a plasma, dielectric, shielding material, glass, etc. An opaque object is neither transparent (allowing all light to pass through) nor translucent (allowing some light to pass through). When light strikes an interface between two substances, in general some may be reflected, some absorbed, some scattered, and the rest transmitted (also see refraction). Reflection can be diffuse, for example light reflecting off a white wall, or specular, for example light reflecting off a mirror. An opaque substance transmits no light, and therefore reflects, scatters, or absorbs all of it. Both mirrors and carbon black are opaque. Opacity depends on the frequency of the light being considered. For instance, some kinds of glass, while transparent in the visual range, are lar ...
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Computer Vision
Computer vision is an interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate tasks that the human visual system can do. Computer vision tasks include methods for acquiring, processing, analyzing and understanding digital images, and extraction of high-dimensional data from the real world in order to produce numerical or symbolic information, e.g. in the forms of decisions. Understanding in this context means the transformation of visual images (the input of the retina) into descriptions of the world that make sense to thought processes and can elicit appropriate action. This image understanding can be seen as the disentangling of symbolic information from image data using models constructed with the aid of geometry, physics, statistics, and learning theory. The scientific discipline of computer vision is concerned with the theory ...
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Bidirectional Reflectance Distribution Function
The bidirectional reflectance distribution function (BRDF; f_(\omega_,\, \omega_) ) 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, \omega_, and outgoing direction, \omega_ (taken in a coordinate system where the surface normal \mathbf n lies along the ''z''-axis), and returns the ratio of reflected radiance exiting along \omega_ to the irradiance incident on the surface from direction \omega_. Each direction \omega is itself parameterized by azimuth angle \phi and zenith angle \theta, 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. Definition The BRDF was first defined by Fred Nicodemus around 1965. The definition is: f_(\omega_,\, \omega_) \,=\, \frac \,=\, \frac\frac wh ...
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