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Module1 Chapter 2 Notes CV

The document discusses various image formation techniques, including computer graphics, photometric, and non-photometric methods. It details the process of projecting 3D scene points into a 2D image plane, covering aspects such as lighting, reflectance, lens optics, and digital camera design principles. Key factors affecting image quality, such as shutter speed, sensor noise, and fill factor, are also examined.
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0% found this document useful (0 votes)
53 views37 pages

Module1 Chapter 2 Notes CV

The document discusses various image formation techniques, including computer graphics, photometric, and non-photometric methods. It details the process of projecting 3D scene points into a 2D image plane, covering aspects such as lighting, reflectance, lens optics, and digital camera design principles. Key factors affecting image quality, such as shutter speed, sensor noise, and fill factor, are also examined.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd

Image formation techniques

•Three ways of Image Formati on:


1) Computer Graphics Methods
2) Photometric Image Formati on
3) Non-photometric Image Formation
•Photometric Image Formati on
•Image formati on is the process in which 3D scene points are projected into 2D image plane
locations, both geometrically and optically.

•It involves two part s :


1) The first part is the geometry that determines where in the image plane the projecti on of a scene
point will be located (Spatial properties).

2) The other part of image formation, related with


• radiometry, measures the brightness of a point in the image plane as a function of illumination

and surface properties.

•How it works I =L*R


•Light from a source reflects off a surface. where I? Intensity of Light captured by camera

•Some of the reflected light passes through an image plane L ->Light source Intensity
R? Surface Reflectance
•The light reaches a sensor plane through optics

•The sensor captures the light and creates an image


Photometric Image Formation
Components of the image formation process:
(a) Perspective projection
(b) Light scattering when hitting a surface
(c) Lens optics
(d) Bayer color filter array
1. Lighting

To produce an image, the scene must be illuminated with one or more light sources.

Light sources can generally be divided into point light and area light sources.
● A point light source originates at a single location in space (e.g., a small light bulb),
potentially at infinity (e.g., the Sun).

In addition to its location, a point light source has an intensity and a color spectrum, i.e.,
a distribution over wavelengths L(λ).

The intensity of a light source falls off with the square of the distance between the source and
the object being lit, because the same light is being spread over a larger (spherical) area.
Area light source

Area light sources are more complicated.
● A simple area light source such as a fluorescent ceiling light fixture with a
diffuser can be modeled as a finite rectangular area emitting light equally in all
directions.

An Environment map or a Reflection map is used to
represent incident light directions v̂ to color values (or wavelengths, λ), as L(v̂; λ).
2. Reflectance and shading
□When light hits an object’s surface, it is scattered and reflected
□It depends on material property and reflectance property
□In this image even though the source of light and the camera

which captured the image are same, the spheres, they looks different because they made of
different material. And different material has different reflectance property.
□ Light Interaction:
light incident at surface =light reflected + light absorbed+ light transmitted
Surface Reflectance
□The degree to which light is reflected (or transmitted)
depends on the viewer and light position relative to the
surface normal and tangent.
□when light interacts with a surface, different wavelengths
(colors) of light may be absorbed, reflected, and transmitted to
varying degrees depending upon the physical properties of the
material .
□light interacts differently with different regions of a surface.
This property, known as positional variance.
□Many materials exhibit this positional variance because
they are not composed of a single material.
□Most real world materials are heterogeneous and have
unique material composition properties.
Bi Directional Reflectance Distribution Function(BRDF)
● The BRDF is reciprocal, i.e., because of the physics of light transport, you can interchange
the roles of v̂i and v ̂r and still get the same answer.

To calculate the amount of light exiting a surface point p in a direction v̂r under a given lighting

condition, we integrate
the product of the incoming light Li(vî; λ) with the BRDF.

Taking into account the foreshortening factor cos+θi, we obtain:

● If the light sources are discrete (a finite number of point light sources), we can
replace the integral with a summation,
2.1. Diffuse reflection
● Diffuse reflection is a fundamental process in illuminating the 3D objects in a scene. It
plays a significant role in objects' perceived depth and texture.

The diffuse component scatters light uniformly in all directions.
● The angle at which the light reflects off the surface is determined by the
surface’s normal, which is a vector perpendicular to the surface.

While light is scattered uniformly in all


directions, i.e., the BRDF is constant.


The amount of light depends on the angle between the

incident light direction and the surface normal θi.


This is because the surface area exposed to a given amount of light becomes larger at oblique angles.


Hence, becomes completely self-shadowed as the outgoing surface normal points away from the light.
2.1. Diffuse reflection
cont...

The shading equation for diffuse reflection can thus
be written as:
2.2. Specular reflection
● The second major component of a typical BRDF is specular (gloss or
highlight) reflection, which depends strongly on the direction of the outgoing light.

Incident light rays are reflected in a direction that is rotated by 180° around the surface
normal n .̂

We can compute the specular reflection direction ŝi as:

The amount of light reflected in a given direction v r̂ thus depends on the


angle θ s = cos (v r̂ · ŝi) between the view direction v̂r and the specular direction
ŝi .
3. Lens Optics (lens model)

Once the light from a 3D scene reaches the camera, it must pass through the lens before reaching digital

sensor.

The study of optics include issues such as focus, exposure, vignetting, and aberration.

The thin lens composed of a single piece of glass with very low, equal curvature on both sides.


Z o = Distance between the lens and the object

Z i = Distance between the focused image and lens

d = Lens aperture diameter

f = Focal length

W = Sensor width

c = Circle of confusion

∆zi = Distance between circle of confusion and focal plane
● The relationship between the distance to an object zo and the distance behind the lens at which a focused
image is formed zi can be expressed as:

If we let zo →∞, i.e., we adjust the lens (move the image
plane) so that objects at infinity are in focus, we get zi = f.

If the focal plane is moved away from its proper in-focus
setting of zi, objects at zo are no longer in focus.

The amount of misfocus (blurness) is measured by
the circle of confusion c.

It measures how much a point of light is blurred in
an
optical system, affecting depth of field and
image sharpness.

The equation for the circle of confusion can be
derived using similar triangles model.

It depends on the distance of travel in the focal plane ∆zi
relative to the original focus distance zi and the diameter of the
Circle of Confusion
(CoC)
● Depth of field: The allowable depth variation in the scene
that limits the circle of confusion to an acceptable number
is commonly called the depth of field and is a function of
both the focus distance and the aperture.

Circles with a diameter less than the circle of confusion
will appear to be in focus.

Depth of field depends on the aperture diameter d, we also
have to know how this varies with the commonly
displayed
f-number, which is usually denoted as f/# or N and is
defined as:


where the focal length f and the aperture diameter d are
measured in the same unit.
Chromatic
aberration

Chromatic aberration, also known as color fringing, is a color distortion that creates
an outline of unwanted color along the edges of objects in a photograph.

It is the tendency for light of different colors to focus at slightly different distances.

Because the refractive index of glass lens varies slightly as a function of wavelength
(color), simple lenses suffer from
chromatic aberration.
● To reduce chromatic aberrations, most photographic lenses today are compound lenses
made of different glass elements.
Vignettin
g Another property
● of real-world lenses is vignetting, which is the tendency for the
brightness of the image to fall off (not reaching) towards the edge of the image.
● The first is called Natural vignetting and is due to the foreshortening in the
object surface, projected pixel, and lens aperture, as shown in Figure below.

It is primarily caused by light reaching different locations on the camerNaosremnasl or at
different anVgilgense.
Normal Vignetting
Natural Vignetting

Consider the light leaving the object surface patch of size δ o located at an off-axis angle α.
● Because this patch is foreshortened with respect to the camera lens, the amount of
light reaching the lens is reduced by a factor cos α.

The amount of light reaching the lens is also subject to the usual 1/r2 fall-off.

In this case, the distance ro = zo / cos α.
● The actual area of the aperture through which the light passes is foreshortened by an
additional factor cos α, i.e., the aperture as seen from point O is an ellipse of
dimensions d × d cos α.

Putting all these factors together, we see that the amount of light leaving O and passing through
the aperture is fall-off.
Mechanical vignetting
● Mechanical vignetting, is caused by the internal occlusion (blocking) of rays near the

periphery of lens elements in a compound lens


It cannot easily be described mathematically without performing a full ray-tracing of the
actual lens design.


Mechanical vignetting can be decreased by reducing the camera aperture (increasing the f-
number).
Mechanical vignetting occurs in wide angle cameras
The digital camera (DSLR): Design principles
● During image formation, the light rays starts from one or more sources, reflecting off
one or more surfaces in the world, and passes through the camera’s optics
(lenses), finally it reaches the imaging sensor.
● In this section, we develop a simple image model that accounts for the most
important effects, such as exposure (gain and shutter speed), non-linear
mappings, sampling and aliasing, and noise.
Exposure (light control)
● Light falling on an imaging sensor is usually picked up by an active sensing area,
integrated for the duration of the exposure.
● Uusually expressed as the shutter speed in a fraction of a second, (Ex. 1/125, 1/60,
1/30) and then passed to a set of sense amplifiers.
● The two main kinds of sensor used in digital image and video cameras today are
Charge-coupled Device (CCD) and Complementary Metal Oxide on Silicon (CMOS).

Charge-coupled Device (CCD)



In a CCD, photons are accumulated in each active “well (pixel)” during the exposure
time.
● Then, in a transfer phase, the charges are transferred from cell to cell in a kind of
“bucket brigade” until they are deposited at the sense amplifiers, which
amplify the signal and pass it to an analog-to-digital converter (ADC).
● Some CCD sensors observe blooming effect, i.e. when charges from one over-
exposed pixel spilled into adjacent ones, but most modern CCDs have
anti- blooming technology.
Complementary Metal Oxide on Silicon (CMOS)

In CMOS, the photons hitting the sensor directly affect the conductivity (or gain) of a photodetector.

This can be selectively gated to control exposure duration, and locally amplified before
being read out using a multiplexing scheme.

Traditionally, CCD sensors perform better than CMOS in quality-sensitive applications, such as
digital SLRs.

While CMOS are better for low-power applications, but today CMOS is used in most digital
cameras.
The main factors affecting the quality of a digital image sensor
are:

Sh u t t e r speed

Sampling pitch

Fill factor

Chip size

Analog gain

Sensor noise

ADC resolution

Digital post-processing

Shutter speed:
● The shutter speed (exposure time) directly controls the amount of light reaching the
sensor and hence determines if images are under- or over-exposed.


For bright scenes, where a large aperture or slow shutter speed is desired to get a shallow depth of field.


Motion blur, neutral density filters are sometimes used by photographers.


For dynamic scenes, the shutter speed also determines the amount of motion blur in the resulting

picture.
Sampling pitch:

The sampling pitch is the physical spacing between adjacent sensor cells on the imaging chip.
● A sensor with a smaller sampling pitch has a higher sampling density and hence
provides a higher resolution (in terms of pixels) for a given active chip area.
● However, a smaller pitch also means that each sensor has a smaller area and cannot
accumulate as many photons.


This makes it not as light sensitive and more prone to noise.

Fill Factor
● The fill factor is the active sensing area size as a fraction of the theoretically
available sensing area (the product of the horizontal and vertical sampling
pitches).


Higher fill factors are usually preferable, as they result in more light capture and less aliasing.


However, fill factor is originally limited by the need to place additional electrons between the active

sensing areas.
● Modern backside illumination (or back-illuminated) sensors, coupled with efficient microlens
designs, have largely removed this limitation.
Chip dimension:

Video and point-and-shoot cameras have traditionally used small chip areas (1/4 -inch to 1/2 -inch

sensors).


It is measured diagonally in inches and represents

the physical dimensions of the active area on the sensor chip.


Digital SLR cameras try to come closer to the traditional size of a 35mm film frame.
● When overall device size is not important, having a larger chip size is preferable, since each sensor
cell can be more photo-sensitive.
● However, larger chips are more expensive to produce, because the probability of a chip
defect goes up exponentially with the chip area.
Analog gain:

Before analog-to-digital conversion, the sensed signal is usually boosted by a sense amplifier.
● In video cameras, the gain on these amplifiers was traditionally controlled by automatic gain
control (AGC) logic, which would adjust these values to obtain a good overall exposure.
● In modern digital cameras, the user now has some additional control over this gain through
the ISO setting, which is typically expressed in ISO standard units such as 100, 200, or 400.


In theory, a higher gain allows the camera to perform better under low light conditions.
Sensor noise (loss of information):
● Throughout the whole sensing process, noise is added from various sources, which may include fixed
pattern noise, d a r k current noise, shot noise, amplifier noise, and quantization noise.
● The final amount of noise present in a sampled image depends on all of these quantities, as well
as the incoming light the exposure time, and the sensor gain.
● Also, for low light conditions where the noise is due to low photon counts, a Poisson model of noise
may be more appropriate than a Gaussian model.

ADC resolution:
● The final step in the analog processing chain occurring within an imaging sensor is the
analog to digital conversion (ADC).


While a variety of techniques can be used to implement this process, the two quantities of

interest are the resolution of this process and its noise level.


For most cameras, the number of bits quoted exceeds the actual number of usable bits.


The best way to tell is to simply calibrate the noise of a given sensor.


Ex., by taking repeated shots of the same scene and plotting the estimated noise as a function of

brightness.
Sampling and aliasing:

Display is discrete and world is continuous.

Sampling: Convert continuous to discret.

Reconstruction: Converting from discrete to continuous.

Aliasing: Artifacts arising from sampling and consequent loss of information.

Anti-aliasing: Attempts to overcome aliasing.
Aliasing:
● In fact, Shannon’s Sampling Theorem shows that the minimum sampling rate
required to reconstruct a signal from its instantaneous samples must be at least twice
the highest frequency. fs ≥ 2fmax.
● The maximum frequency in a signal is known as the Nyquist frequency and the
inverse of the minimum sampling frequency r s = 1/fs is known as the Nyquist rate.
● The best way to predict the amount of aliasing that an imaging system (or even
an image processing algorithm) will produce is to estimate the point spread
function (PSF), which represents the response of a particular pixel sensor to an ideal
point light source.
Digital post-processing:
● Once the irradiance values arriving at the sensor have been converted to digital
bits, most cameras perform a variety of digital signal processing (DSP) operations
to enhance the image before compressing and storing the pixel values.
● These include color filter array (CFA) demosaicing, white point setting, and
mapping of the luminance values through a gamma function to increase the
perceived dynamic range of the signal.
How human eyes perceive different colors?

The existence of three primary colors is a result of the tristimulus (or trichromatic) nature

of the human visual system.


● Since we have three different kinds of cells called cones, each of which responds selectively to a
different portion of the color spectrum.
Color properties:

Three properties generally used to distinguish one color from another are brightness, hue, and

saturation.


Brightness is achromatic notion of intensity, and is one of the key factors in describing color

sensation.


Hue is an attribute associated with the dominant wavelength in a mixture of light waves.

Hue represents dominant color as perceived by an observer.


Thus, when we call an object red, orange, or yellow, we are referring to its hue.

Saturation refers to the relative purity or the amount of white light mixed with a hue.

The pure spectrum colors are highly saturated.
● Colors such as pink (red and white) and lavender (violet and white) are less saturated, with the
degree of saturation being inversely proportional to the amount of white light added.


Hue and saturation taken together are called chromaticity and, therefore, a color may be

characterized by its brightness and chromaticity.


Tristimulus values:
● The amounts of red, green, and blue required to form any
particular color are called the tristimulus values, and are
denoted, X, Y, and Z, respectively.

A color is then specified by its trichromatic coefficients,
defined as:

Where x+y+z=1
Color Models:
● The purpose of a color model (also called a color space or color system) is to facilitate
the specification of colors in some standard way.
In essence, a color model is a specification of
(1) A coordinate system, and
(2) A subspace within that system,


Hence, each color in the model is represented by a single

point contained in that subspace.



Different color models exists: RGB, CMY and HSI.
RGB Model

In the RGB model, each color appears in its primary spectral components of red, green, and blue.


This model is based on a Cartesian coordinate system in 3D space.

In this model RGB primary values are at three corners;


The secondary colors cyan, magenta, and yellow are at three other corners;


Black is at the origin; and white is at the corner farthest

from the origin.


The grayscale (points of equal RGB values) extends from

black to white along the line joining these two points.


Images represented in the RGB color model consist of three component images, one for each primary

color.


The number of bits used to represent each pixel in RGB

space is called the pixel depth.



Consider an RGB image in which each of the red, green, and blue images is an 8-bit image.
● Under these conditions, each RGB color pixel has a depth of 24 bits (3 image planes times
the number of bits perplane).


The term full-color image is used often to denote a 24-bit RGB color image.

● 8 3
The CMY and CMYB Color Model:


Cyan, Magenta, and Yellow are the secondary colors
of light.


RGB to CMY conversion can be done internally using the simple operation.

● In order to produce true black (which is the predominant color in printing), a fourth
color, black, denoted by K, is added, giving rise to the CMYK color model.
Gamma Transformation (power law):


Gamma correction is a nonlinear process that adjusts
the
brightness of images to match how humans perceive light.

Gamma correction applies a power function to each
pixel value in an image.

The relationship between the input signal brightness Y and the
transmitted signal Y` is given by Y` = Y1/γ.

Gamma values less than 1 make the image darker.

Gamma values greater than 1 make the image lighter.

A gamma value of 1 has no effect on the input image.
Image Compression:

The last stage in a camera’s processing pipeline is
usually some form of image compression.

Digital images: take huge amount of data.

Storage, processing and communications
requirements might be impractical.

More efficient representation of digital images is necessary.

Image compression: reduces the amount of data required to
represent a digital image by removing redundant data.

Image compression is an enabling technology: MPEG,
JPEG etc.

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