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author | Robert McIntyre <rlm@mit.edu> |
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date | Sun, 13 Oct 2013 12:09:05 -0400 |
parents | 036fe1b13120 |
children | dfcbbb3d4b9a |
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1 #+title: Notes for "Special Topics in Computer Vision" | |
2 #+author: Robert McIntyre | |
3 #+email: rlm@mit.edu | |
4 #+description: | |
5 #+keywords: | |
6 #+SETUPFILE: ../../aurellem/org/setup.org | |
7 #+INCLUDE: ../../aurellem/org/level-0.org | |
8 #+babel: :mkdirp yes :noweb yes :exports both | |
9 | |
10 * Fri Sep 27 2013 | |
11 | |
12 Lambertian surfaces are a special type of Matt surface. They reflect | |
13 light in all directions equally. They have only one parameter, the | |
14 amount of energy that is absorbed/re-emitted. | |
15 | |
16 [[../images/adelson-checkerboard.jpg]] | |
17 #+caption: Lol checkerboard illusion. | |
18 | |
19 Look into Helmholtz' stuff, it might be interesting. It was the | |
20 foundation of both vision and audition research. Seems to have took | |
21 a sort of Baysean approach to inferring how vision/audition works. | |
22 | |
23 - Homomorphic filtering :: Oppenhiem, Schafer, Stockham, 1968. also | |
24 look at Stockham, 1972. | |
25 | |
26 Edwin Land was Adelson's hero back in the day. He needed to create a | |
27 color photo for the Polaroid camera. In order to process for | |
28 automatic development of film, he had to get a good approximation for | |
29 the illumination/reflectance decomposition that humans do, which he | |
30 called Retinex. | |
31 | |
32 Cornsweet square wave grating is cool. | |
33 | |
34 - Retinex :: use derivatives to find illumination. Sort of | |
35 implicitly deals with edges, etc. Can't deal with | |
36 non-lambertian objects. | |
37 | |
38 | |
39 Adelson introduces the problem as an "inverse" problem, where you | |
40 try to "undo" the 3-d projection of the world on your retina. | |
41 | |
42 On the functional view of vision : "What it takes" is to build a | |
43 model of the world in your head. The bare minimum to get success in | |
44 life is to have a model of the world. Even at the level of a single | |
45 cell, I think you still benefit from models. | |
46 | |
47 Spatial propagation is ABSOLUTELY required to separate embossed | |
48 stuff from "painted" stuff. Edges, likewise, MUST have spatial | |
49 context to disambiguate. The filters we use to deal with edges must | |
50 have larger spatial context to work, and the spatial extent of this | |
51 context must be the ENTIRE visual field in some cases! | |
52 | |
53 ------------------------------------------------------------ | |
54 | |
55 ** Illumination, shape, reflectance all at once | |
56 | |
57 What if we tried to infer everything together? Some images are so | |
58 ambiguous it requires propagation from all three qualities to | |
59 resolve the ambiguity. | |
60 | |
61 Brain has a competing painter, sculptor, and gaffer which each try | |
62 to "build" the things in the world. There is a cost to everything | |
63 such as paints, lights, and material, and then you try to optmize | |
64 some cost function using these primitives. | |
65 | |
66 | |
67 Horn, technical report, 1970 | |
68 | |
69 | |
70 | |
71 * Fri Oct 4 2013 | |
72 | |
73 Student report. Talked about how you capture the appearance of a | |
74 grape. It's actually quite compicated, involving gloss, spatial | |
75 context, etc. | |
76 | |
77 Turbosquid seems interesting. They sell 3D models of stuff. | |
78 | |
79 BRDF -- bi-directional reflectance distribution function this shows | |
80 how a surface will behave given lighting conditions. Lambertian is a | |
81 simple parameterized instantiation of this. | |
82 | |
83 BSSRDF -- (SS = subsurface) 3D analogue of BRDF | |
84 | |
85 What would the 3D analiogue of texture be? | |
86 | |
87 (a : b : c) as (a + b + c : b + c : c) <-- this is just the golden | |
88 ratio again! | |
89 | |
90 CURET BTF Database lol what's this | |
91 | |
92 This student went and gathered 1000 images of different large | |
93 objects made of different materials. The images were gathered off of | |
94 Flikr. | |
95 | |
96 | |
97 | |
98 |