Mercurial > thoughts
diff org/adelson-notes.org @ 66:eae81fa3a8e0
add camera timing idea.
author | Robert McIntyre <rlm@mit.edu> |
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date | Thu, 03 Oct 2013 17:42:48 -0400 |
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children | 036fe1b13120 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/org/adelson-notes.org Thu Oct 03 17:42:48 2013 -0400 1.3 @@ -0,0 +1,67 @@ 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 \ No newline at end of file