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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
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