网站大量收购独家精品文档,联系QQ:2885784924

Clustering Appearances of 3D Objects Weizmann三维物体的聚集现象魏茨曼.ppt

Clustering Appearances of 3D Objects Weizmann三维物体的聚集现象魏茨曼.ppt

  1. 1、本文档共55页,可阅读全部内容。
  2. 2、原创力文档(book118)网站文档一经付费(服务费),不意味着购买了该文档的版权,仅供个人/单位学习、研究之用,不得用于商业用途,未经授权,严禁复制、发行、汇编、翻译或者网络传播等,侵权必究。
  3. 3、本站所有内容均由合作方或网友上传,本站不对文档的完整性、权威性及其观点立场正确性做任何保证或承诺!文档内容仅供研究参考,付费前请自行鉴别。如您付费,意味着您自己接受本站规则且自行承担风险,本站不退款、不进行额外附加服务;查看《如何避免下载的几个坑》。如果您已付费下载过本站文档,您可以点击 这里二次下载
  4. 4、如文档侵犯商业秘密、侵犯著作权、侵犯人身权等,请点击“版权申诉”(推荐),也可以打举报电话:400-050-0827(电话支持时间:9:00-18:30)。
查看更多
Analysis of Lighting Effects Outline: The problem Lighting models Shape from shading Photometric stereo Harmonic analysis of lighting Applications Modeling the effect of lighting can be used for Recognition – particularly face recognition Shape reconstruction Motion estimation Re-rendering … Lighting is Complex Lighting can come from any direction and at any strength Infinite degree of freedom Issues in Lighting Single light source (point, extended) vs. multiple light sources Far light vs. near light Matt surfaces vs. specular surfaces Cast shadows Inter-reflections Lighting From a source – travels in straight lines Energy decreases with r2 (r – distance from source) When light rays reach an object Part of the energy is absorbed Part is reflected (possibly different amounts in different directions) Part may continue traveling into the object, if object is transparent / translucent Specular Reflectance When a surface is smooth light reflects in the opposite direction of the surface normal Specular Reflectance When a surface is slightly rough the reflected light will fall off around the specular direction Lambertian Reflectance When the surface is very rough light may be reflected equally in all directions Lambertian Reflectance When the surface is very rough light may be reflected equally in all directions Lambertian Reflectance Lambert Law BRDF A general description of how opaque objects reflect light is given by the Bidirectional Reflectance Distribution Function (BRDF) BRDF specifies for a unit of incoming light in a direction (θi,Φi) how much light will be reflected in a direction (θe,Φe) . BRDF is a function of 4 variables f(θi,Φi;θe,Φe). (0,0) denotes the direction of the surface normal. Most surfaces are isotropic, i.e., reflectance in any direction depends on the relative direction with respect to the incoming direction (leaving 3 par

您可能关注的文档

文档评论(0)

zyzsaa + 关注
实名认证
内容提供者

该用户很懒,什么也没介绍

1亿VIP精品文档

相关文档