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Verifying the “Consistency” of Shading Patterns and 3-D
Structures
Pawan Sinha & Edward Adelson
What is the 3D Structure of Each Image?
Infinite Number of Possible Interpretations
Goal 1: 3D Shape Recovery
Goal 2: Check Shading Consistency
Input Patterns
Goal 1: Propose 3D Structure
● Questions:– What distinguishes correct structure?– How to search for it algorithmically?
What Distinguishes Correct Structure?
Wrong Right
What Distinguishes Correct Structure?
● Low “Complexity”– Low Angle Variance– Planarity of Faces– Overall Compactness
How to Search?
● Minimize Cost Function– How to weight constraints?– Cumbersome
● Incremental Solution– Start with 2-D Line Drawing– “Pull” vertices until regularity is
maximized● i.e. Gradient descent in regularity space
Incremental Solution
Goal 2: Check Shading Consistency
● Given– 3D structure– 2D gray-level image
● Assume– Structure is uniformly colored
● Find– Single light source to account for shading
Quantitative Approach
● Given:– Lambertian Reflectance Model– Surface Normal– Surface Brightness
● Defines:– A cone of valid light directions for each
surface
Cone of valid light direction
N=surface normalE=brightnessarccos E
N
Quantitative Approach
● Consider cones for all surfaces● Intersection is direction of illumination
Problems
● Small changes in grey lead to no solution
Surface l3 changes brightness
Gradient SpaceInput Patterns
BeforeAfter
Intersection
Qualitative Approach
● Observation– Human vision
● Good at judging relation between brightness● Bad at judging absolute brightness
● So...– Use binary relations to:
● find light source● Not commit to particular reflectance function
Qualitative Approach
● Each surface now defines a hemisphere of possible light directions– Overall consistency implies finding a non-
null intersection of hemispheres
Qualitative Approach
● Hemisphere ~ set of vectors t s.t
Angle between s and t is less than 90sij t 0where sij satisfies
sij ni n j 2 0sij ni n j 0sij ni 0 sij n j 0 if surfacei brighter than surface j
sij ni 0 sij n j 0 if surface j brighter than surfacei
Qualitative Approach
● Hemisphere ~ set of vectors t s.t
sij is defined between a surface i and surface j, with normals ni and nj
sij t 0where sij satisfies
sij ni n j 2 0sij ni n j 0sij ni 0 sij n j 0 if surfacei brighter than surface j
sij ni 0 sij n j 0 if surface j brighter than surfacei
Qualitative Approach
● Hemisphere ~ set of vectors t s.t
s is perpindicular to the average of the normals
sij t 0where sij satisfies
sij ni n j 2 0sij ni n j 0sij ni 0 sij n j 0 if surfacei brighter than surface j
sij ni 0 sij n j 0 if surface j brighter than surfacei
Qualitative Approach
● Hemisphere ~ set of vectors t s.t
s is perpindicular to plane defined by the normals
sij t 0where sij satisfies
sij ni n j 2 0sij ni n j 0sij ni 0 sij n j 0 if surfacei brighter than surface j
sij ni 0 sij n j 0 if surface j brighter than surfacei
Qualitative Approach
● Hemisphere ~ set of vectors t s.t
The angle between s and ni is less than 90 & the angle between s and nj is greater
sij t 0where sij satisfies
sij ni n j 2 0sij ni n j 0sij ni 0 sij n j 0 if surfacei brighter than surface j
sij ni 0 sij n j 0 if surface j brighter than surfacei
Solution
● Solution to constraints lie on a convex polygon on the unit sphere.
Direction of agreement
Is it consistent?
● If no polygons found that satisfy all constraints, then– Shading is not consistent
No maximum
Largely Solveable
● For each polygon, count # of constraints matched– A maximum indicates most likely lighting
direction
Compound Edges
● What do unsatisfied constraints represent?– Compound edge – where surface changes
color, not just shading
Compound edges
Justification
● Why do shape derivation with line drawings and not brightness?– Humans can use edges
● Can humans use grey level?– It seems like it– An experiment
An Experiment
● Random Height Tesselation– Can human determine 3d structure?
3D Representation
Overhead View
Limitations
● Polyhedral objects only● Later research addresses contoured
objects w/ smoothly changing brightness.
Conclusions
● Humans mostly use edges to determine 3D structure
● Use shading to verify this determination
● Algorithm effective for polyhedra