Article

Shape From Shading for Non-Lambertian Surfaces

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Abstract

The human visual system has the capacity to infer the shape of a three-dimensional object using only two-dimensional information. One of the cues the human visual system uses to perform this inference is shading information. An object's shading is its variation in brightness over a given domain. Computer algorithms have been developed that recover the three-dimensional shape of objects depicted in images. These algorithms are called shape-from-shading algorithms. Most shape-from-shading algorithms rely on idealistic conditions. They usually assume orthographic projection, a distant point light source, and Lambertian reflectance. It is known that most real surfaces are neither perfectly diffuse (Lambertian) nor ideally specular (mirror-like); however, most shape-from-shading algorithms assume Lambertian reflectance. It is necessary to develop new techniques to recover the shape of objects whose surfaces are not necessarily Lambertian. In this thesis two algorithms are proposed that c...

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... This equation can be generalised to consider perspective projections (Lee, Kuo, 1994), a light source no longer at infinity but at the centre of projection (Prados, Faugeras, 2005) or non Lambertian scene (Bakshi, Yang, 1994). It has been proved in (Belhumeur et al., 1999) that when the lighting direction and the albedo of the surface are unknown, the same image can be obtained by a continuous family of surfaces. ...
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The storage and management of stockpiles of materials is a fundamental process in large scale activities such as mining, civil engineering, and in the management of waste landfill sites. Following the evolution of stocks has always been important, and advancements in remote sensing technology are not only facilitating this, but also making it possible in near real-time. Nowadays, this monitoring appears to be performed almost exclusively using UAV based techniques. This paper proposes to apply a simple Shape-from-Shading method on low resolution satellite images provided by PlanetScope to monitor the evolution of the volume of stockpiles. The proposed Shape-from-Shading formulation makes it possible to handle occluding objects in the scene. The loss in accuracy due to the low resolution of PlanetScope images is well compensated by the daily revisit frequency and by the fact that spaceborne acquisitions require no human supervision. With satellites it is also easy to follow simultaneously several stocking sites all over the world. We test our method on two coal storage sites and demonstrate that the stockpiles are well detected.
... Points í µí¼•í µí¼• ∈ Ω such that I(x) is maximal correspond to the particular situation where x and n(x) point in the same direction: these points are usually called ''singular points''. Let us mention that Eq. (3) is not the most general equation of SFS[23]: since real materials are not purely Lambertian, some publications are concerned with non-Lambertian SFS problems [24][25][26]; moreover, the situation is more complex in the presence of other lighting models[27,28] or when the interreflections are taken into account[29,30] . We will also consider the equation which appears in most of the papers and American Journal of Computational and Applied Mathematics: 2011; 1(1): 33-40 35 corresponds to frontal light source at infinity, i.e. í µí½Ží µí½Ž = (0,0,1). ...
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In this work, we extend the applicability of perspective Shape from Shading to images incorporating non-Lambertian surfaces. To this end, we derive a new model inspired by the perspective model for Lambertian surfaces recently studied by Prados et al. and the Phong reflection model incorporating ambient, diffuse and specular components. Besides the detailed description of the modeling process, we propose an efficient and stable semi-implicit numerical realisation of the resulting Hamilton-Jacobi equation. Numerical experiments on both synthetic and simple real-world images show the benefits of our new model: While computational times stay modest, a large qualitative gain can be achieved.
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This is a discussion of the physics of illumination and the associated techniques for modeling global and local illumination in computer generated imagery. It was state-of-the-art in 1988, but is now rather outdated. It does include discussions of physics and color theory basics that have not changed, and a discussion of illumination models through ray tracing models using various specular reflectance functions and including Fresnel effects. This text is currently out of print. However, we still receive numerous requests for an electronic version of the source code in the book.
Article
Bui-Tuong Phong published his illumination model in 1973, in the paper titled "Illumination for Computer-Generated Images". Phong's model is a local illumination model, which means only direct reflections are taken into account. Light that bounces off more than one surface before reaching the eye is not accounted for. While this may not be very realistic, it allows the lighting to be computed efficiently. To properly handle indirect lighting, a global illumination method such as radiosity is required, which is much more expensive. In addition to Phong's basic lighting equation, we will look at a variation invented by Jim Blinn. Blinn changed the way specular is calculated, making the computations slightly cheaper. Blinn published his approach in his paper "Models of Light Reflection for Computer Synthesised Pictures" in 1977.
Article
Over the past 20 years, a great deal of interest has developed in the use of computer graphics and numerical methods for three-dimensional design. Significant progress in geometric modeling is being made, predominantly for objects best represented by lists of edges, faces, and vertices. One long-term goal of this work is a unified mathematical formalism, to form the basis of an interactive and intuitive design environment in which designers can simulate three-dimensional scenes with shading and texture, produce usable design images, verify numerical machining-control commands, and set up finite-element meshwork for structural and dynamic analysis. A new collection of smooth parametric objects and a new set of three-dimensional parametric modifiers show potential for helping to achieve this goal. The superquadric primitives and angle-preserving transformations extend the traditional geometric primitives-quadric surfaces and parametric patches-used in existing design packages, producing a new spectrum of flexible forms. Their chief advantage is that they allow complex solids and surfaces to be constructed and altered easily from a few interactive parameters.
Conference Paper
A new approach for the reconstruction of a smooth three dimensional object from its two dimensional gray level image is presented. An algorithm based on topological properties of simple smooth surfaces is provided to solve the problem of global reconstruction. Classifying singular points in the shading image as maxima minima and two kinds of saddle points, serves as the key to the solution of the problem. This classification is performed globally with no assumptions on the local behavior of characteristics near singular points. The global reconstruction procedure, being deterministic and using topological properties of the surface performs better than other approaches proposed so far, based on classification of singular points according to the local behavior of characteristics in their neighborhood. The proposed algorithm is simple, easy to implement and works remarkably fast on a parallel machine
Article
In the use of comptuer graphics and numerical methods for three-dimensional design, significant progress in geometric modeling is being made, predominantly for objects best represented by lists of edges, faces, and vertices. A new collection of smooth parametric objects and a new set of three-dimensional parametric modifiers show potential for helping to achieve this goal. The superquadric primitives and angle-preserving transformations extend the traditional geometric primitives-quadric surfaces and parametric patches - used in existing design packages, producing a new spectrum of flexible forms. Their chief advantage is that they allow complex solids and surfaces to be constructed and altered easily from a few interactive parameters.
Article
A heuristic-based algorithm known as the shading logic algorithm is proposed for recovering shape from shading. The heuristics are derived on the basis of a geometrical interpretation of the M.J. Brooks and B.K.P. Horn (1985) algorithm. An experimental evaluation was performed using synthesized objects, in particular, superquadrics. The advantage of using the superquadrics is that the shape of the objects can be varied incrementally and systematically. Despite the fact that the shading logic algorithm is heuristic based, experimental results show that the proposed algorithm has a better performance than the Brooks and Horn algorithm. In addition, the proposed approach does not seem to suffer the stability problem common to most variational-based methods
Article
A theory of photometric stereo is proposed for a large class of non-Lambertian reflectance maps. The authors review the different reflectance maps proposed in the literature for modeling reflection from real-world surfaces. From this, they obtain a mathematical class of reflectance maps to which the maps belong. They show that three lights can be sufficient for a unique inversion of the photometric stereo equation for the entire class of reflectance maps. They also obtain a constraint on the positions of light sources for obtaining this solution. They investigate the sufficiency of three light sources to estimate the surface normal and the illuminant strength. The issue of completeness of reconstruction is addressed. They show that if k lights are sufficient for a unique inversion, 2 k lights are necessary for a complete inversion
Article
An apparent contradiction in the shape-from-shading literature is examined. Although practical experience suggests that shape can be inferred from the local analysis of shading, mathematical analyses support the opposite. A criterion for exact surface recovery is derived, and it is shown that, as a result of surface geometry, elliptic, hyperbolic, and doubly curved surfaces could be recovered to reasonable accuracy provided that surface curvature and/or foreshortening were limited. In other words, by relaxing the requirement that surfaces be recovered exactly, it is found that local analysis of shading can provide useful descriptions of shape as evidenced by the results presented
Default shape theory: With application to the recovery of light source direction. Computer Vision, Graphics and Image Processing: Image Understanding
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Default shape theory: With applications to the recovery of shape and light source from shading
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O. Vega. Default shape theory: With applications to the recovery of shape and light source from shading. Master's thesis, University of Saskatchewan, Computational Science Department, October 1991.
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A. Bruckstein. On shape from shading. Computer Vision, Graphics, and Image Processing, 44(2):139{154, November 1988.
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algorithm is lower than the A.I.E. for the V.A.N.L. The A.I.E. over all objects for the G.S.L. is only 3.611957, while the A.I.E. for the V.A.N.L. is 5.718210. It can also be visually con rmed that the resynthesized images resemble the original image. From the three-dimensional mesh diagrams
  • A I E The
  • G S L For The
The A.I.E. for the G.S.L. algorithm is lower than the A.I.E. for the V.A.N.L. The A.I.E. over all objects for the G.S.L. is only 3.611957, while the A.I.E. for the V.A.N.L. is 5.718210. It can also be visually con rmed that the resynthesized images resemble the original image. From the three-dimensional mesh diagrams, it is observed that both algorithms can recover the shape of object using real images. The height maps