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 and the surface normal is . Using , which mirror direction does the surface send the light into?
7. Lambertian brightness
A matte patch has albedo . A lamp delivers units of light arriving with . Under the Lambertian model , compute the reflected power and write it as a decimal.
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