Surface illuminance flow

S. Pont, J. Koenderink
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引用次数: 21

Abstract

We introduce the concept of "surface illuminance flow" in two steps. First we reiterate the notion of the "light vector", and then proceed to decompose the light vector into a scalar "normal illuminance" and a vector "surface illuminance flow". The scalar normal illuminance generates the familiar illuminance pattern that is often known as the "shading". The vector surface illuminance flow is irrelevant for smooth surfaces (which probably explains why it is conventionally ignored) but it generates the texture due to surface mesorelief. We show how observation of the illuminance induced texture leads to robust inferences of the surface illuminance flow direction modulo 180/spl deg/. This makes surface illuminance flow a property that is observable in natural scenes. Much like optical flow, the surface illuminance flow is largely due to a global property that exists independent of local structure, namely the direction of the general illuminating beam (sunlight or light from the overcast sky in a typical outdoors scene). However, due to the fact that there exists "true screening" in radiometry (thus removing any hope for a "field theory" of radiometry) the local scene structure has an influence on the local light field. Such "vignetting" is a main cause of the complexity of radiometry, the other cause being the ever present multiple scatterings. This complicates matters but also introduces additional sources of information. We illustrate instances of the observation of illuminance flow in scenes. We also present a database of roughly spherical objects, illuminated in a number of standard ways that we have used to study illuminance flow over actual rough objects.
表面照度流
我们分两步介绍了“表面照度流”的概念。首先我们重申“光矢量”的概念,然后将光矢量分解为一个标量“法照度”和一个矢量“表面照度流”。标量法向照度产生熟悉的照度模式,通常被称为“阴影”。矢量表面照度流与光滑表面无关(这可能解释了为什么它通常被忽略),但它由于表面中观纹理而产生纹理。我们展示了对照度诱导纹理的观察如何导致表面照度流动方向模180/spl度/的鲁棒推断。这使得表面照度流动成为自然场景中可观察到的属性。就像光流一样,表面照度流很大程度上是由于一个独立于局部结构存在的全局属性,即一般照明光束的方向(阳光或典型户外场景中来自阴天的光线)。然而,由于辐射测量中存在“真屏蔽”(从而消除了辐射测量“场论”的任何希望),局部场景结构对局部光场有影响。这种“渐晕”是辐射测量复杂的一个主要原因,另一个原因是一直存在的多重散射。这使问题复杂化,但也引入了额外的信息来源。我们举例说明了在场景中观察照度流动的实例。我们还提供了一个大致球形物体的数据库,以许多标准的方式照亮,我们已经用来研究实际粗糙物体上的照度流。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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