Computer Vision Foundations · free preview

Light and Surfaces

How to think of light as rays, how the BRDF abstracts the way a surface scatters light, and what the Lambertian and Phong models add on top of it.

1. A camera measures light, not objects

A camera measures light, not objects

2. One ray in, a spray of rays out

One ray in, a spray of rays out

3. Matte surfaces follow Lambert

Matte surfaces follow Lambert

4. Glossy surfaces add a highlight

Glossy surfaces add a highlight

5. Choosing a reflection model

A vision engineer renders two spheres under the same lamp. One sphere must look like unglazed chalk and the other like a polished snooker ball. Which combination of models fits the two spheres?

6. Computing the mirror direction

A lamp sits up and to the left of a horizontal surface. The direction from the surface toward the lamp is p=(−0.6,0.8)\mathbf{p} = (-0.6, 0.8) and the surface normal is n=(0,1)\mathbf{n} = (0, 1). Using r=2(p⋅n)n−p\mathbf{r} = 2(\mathbf{p} \cdot \mathbf{n})\mathbf{n} - \mathbf{p}, which mirror direction does the surface send the light into?

7. Lambertian brightness

A matte patch has albedo a=0.8a = 0.8. A lamp delivers ℓin=5\ell_{\text{in}} = 5 units of light arriving with n⋅p=0.5\mathbf{n} \cdot \mathbf{p} = 0.5. Under the Lambertian model ℓout=a ℓin (n⋅p)\ell_{\text{out}} = a \, \ell_{\text{in}} \, (\mathbf{n} \cdot \mathbf{p}), compute the reflected power and write it as a decimal.

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