Mercurial > thoughts
diff org/adelson-notes.org @ 69:2097f7685a3b
merge.
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Sun, 13 Oct 2013 12:09:05 -0400 |
parents | 036fe1b13120 |
children | dfcbbb3d4b9a |
line wrap: on
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/org/adelson-notes.org Sun Oct 13 12:09:05 2013 -0400 1.3 @@ -0,0 +1,98 @@ 1.4 +#+title: Notes for "Special Topics in Computer Vision" 1.5 +#+author: Robert McIntyre 1.6 +#+email: rlm@mit.edu 1.7 +#+description: 1.8 +#+keywords: 1.9 +#+SETUPFILE: ../../aurellem/org/setup.org 1.10 +#+INCLUDE: ../../aurellem/org/level-0.org 1.11 +#+babel: :mkdirp yes :noweb yes :exports both 1.12 + 1.13 +* Fri Sep 27 2013 1.14 + 1.15 + Lambertian surfaces are a special type of Matt surface. They reflect 1.16 + light in all directions equally. They have only one parameter, the 1.17 + amount of energy that is absorbed/re-emitted. 1.18 + 1.19 + [[../images/adelson-checkerboard.jpg]] 1.20 + #+caption: Lol checkerboard illusion. 1.21 + 1.22 + Look into Helmholtz' stuff, it might be interesting. It was the 1.23 + foundation of both vision and audition research. Seems to have took 1.24 + a sort of Baysean approach to inferring how vision/audition works. 1.25 + 1.26 + - Homomorphic filtering :: Oppenhiem, Schafer, Stockham, 1968. also 1.27 + look at Stockham, 1972. 1.28 + 1.29 + Edwin Land was Adelson's hero back in the day. He needed to create a 1.30 + color photo for the Polaroid camera. In order to process for 1.31 + automatic development of film, he had to get a good approximation for 1.32 + the illumination/reflectance decomposition that humans do, which he 1.33 + called Retinex. 1.34 + 1.35 + Cornsweet square wave grating is cool. 1.36 + 1.37 + - Retinex :: use derivatives to find illumination. Sort of 1.38 + implicitly deals with edges, etc. Can't deal with 1.39 + non-lambertian objects. 1.40 + 1.41 + 1.42 + Adelson introduces the problem as an "inverse" problem, where you 1.43 + try to "undo" the 3-d projection of the world on your retina. 1.44 + 1.45 + On the functional view of vision : "What it takes" is to build a 1.46 + model of the world in your head. The bare minimum to get success in 1.47 + life is to have a model of the world. Even at the level of a single 1.48 + cell, I think you still benefit from models. 1.49 + 1.50 + Spatial propagation is ABSOLUTELY required to separate embossed 1.51 + stuff from "painted" stuff. Edges, likewise, MUST have spatial 1.52 + context to disambiguate. The filters we use to deal with edges must 1.53 + have larger spatial context to work, and the spatial extent of this 1.54 + context must be the ENTIRE visual field in some cases! 1.55 + 1.56 +------------------------------------------------------------ 1.57 + 1.58 +** Illumination, shape, reflectance all at once 1.59 + 1.60 + What if we tried to infer everything together? Some images are so 1.61 + ambiguous it requires propagation from all three qualities to 1.62 + resolve the ambiguity. 1.63 + 1.64 + Brain has a competing painter, sculptor, and gaffer which each try 1.65 + to "build" the things in the world. There is a cost to everything 1.66 + such as paints, lights, and material, and then you try to optmize 1.67 + some cost function using these primitives. 1.68 + 1.69 + 1.70 + Horn, technical report, 1970 1.71 + 1.72 + 1.73 + 1.74 +* Fri Oct 4 2013 1.75 + 1.76 + Student report. Talked about how you capture the appearance of a 1.77 + grape. It's actually quite compicated, involving gloss, spatial 1.78 + context, etc. 1.79 + 1.80 + Turbosquid seems interesting. They sell 3D models of stuff. 1.81 + 1.82 + BRDF -- bi-directional reflectance distribution function this shows 1.83 + how a surface will behave given lighting conditions. Lambertian is a 1.84 + simple parameterized instantiation of this. 1.85 + 1.86 + BSSRDF -- (SS = subsurface) 3D analogue of BRDF 1.87 + 1.88 + What would the 3D analiogue of texture be? 1.89 + 1.90 + (a : b : c) as (a + b + c : b + c : c) <-- this is just the golden 1.91 + ratio again! 1.92 + 1.93 + CURET BTF Database lol what's this 1.94 + 1.95 + This student went and gathered 1000 images of different large 1.96 + objects made of different materials. The images were gathered off of 1.97 + Flikr. 1.98 + 1.99 + 1.100 + 1.101 +