rlm@66: #+title: Notes for "Special Topics in Computer Vision" rlm@66: #+author: Robert McIntyre rlm@66: #+email: rlm@mit.edu rlm@66: #+description: rlm@66: #+keywords: rlm@66: #+SETUPFILE: ../../aurellem/org/setup.org rlm@66: #+INCLUDE: ../../aurellem/org/level-0.org rlm@66: #+babel: :mkdirp yes :noweb yes :exports both rlm@66: rlm@66: * Fri Sep 27 2013 rlm@66: rlm@66: Lambertian surfaces are a special type of Matt surface. They reflect rlm@66: light in all directions equally. They have only one parameter, the rlm@66: amount of energy that is absorbed/re-emitted. rlm@66: rlm@66: [[../images/adelson-checkerboard.jpg]] rlm@66: #+caption: Lol checkerboard illusion. rlm@66: rlm@66: Look into Helmholtz' stuff, it might be interesting. It was the rlm@66: foundation of both vision and audition research. Seems to have took rlm@66: a sort of Baysean approach to inferring how vision/audition works. rlm@66: rlm@66: - Homomorphic filtering :: Oppenhiem, Schafer, Stockham, 1968. also rlm@66: look at Stockham, 1972. rlm@66: rlm@66: Edwin Land was Adelson's hero back in the day. He needed to create a rlm@66: color photo for the Polaroid camera. In order to process for rlm@66: automatic development of film, he had to get a good approximation for rlm@66: the illumination/reflectance decomposition that humans do, which he rlm@66: called Retinex. rlm@66: rlm@66: Cornsweet square wave grating is cool. rlm@66: rlm@66: - Retinex :: use derivatives to find illumination. Sort of rlm@66: implicitly deals with edges, etc. Can't deal with rlm@66: non-lambertian objects. rlm@66: rlm@66: rlm@66: Adelson introduces the problem as an "inverse" problem, where you rlm@66: try to "undo" the 3-d projection of the world on your retina. rlm@66: rlm@66: On the functional view of vision : "What it takes" is to build a rlm@66: model of the world in your head. The bare minimum to get success in rlm@66: life is to have a model of the world. Even at the level of a single rlm@66: cell, I think you still benefit from models. rlm@66: rlm@66: Spatial propagation is ABSOLUTELY required to separate embossed rlm@66: stuff from "painted" stuff. Edges, likewise, MUST have spatial rlm@66: context to disambiguate. The filters we use to deal with edges must rlm@66: have larger spatial context to work, and the spatial extent of this rlm@66: context must be the ENTIRE visual field in some cases! rlm@66: rlm@66: ------------------------------------------------------------ rlm@66: rlm@66: ** Illumination, shape, reflectance all at once rlm@66: rlm@66: What if we tried to infer everything together? Some images are so rlm@66: ambiguous it requires propagation from all three qualities to rlm@66: resolve the ambiguity. rlm@66: rlm@66: Brain has a competing painter, sculptor, and gaffer which each try rlm@66: to "build" the things in the world. There is a cost to everything rlm@66: such as paints, lights, and material, and then you try to optmize rlm@66: some cost function using these primitives. rlm@66: rlm@66: rlm@67: Horn, technical report, 1970 rlm@67: rlm@67: * Fri Oct 4 2013 rlm@67: rlm@67: Student report. Talked about how you capture the appearance of a rlm@67: grape. It's actually quite compicated, involving gloss, spatial rlm@67: context, etc. rlm@67: rlm@67: Turbosquid seems interesting. They sell 3D models of stuff. rlm@67: rlm@67: BRDF -- bi-directional reflectance distribution function this shows rlm@67: how a surface will behave given lighting conditions. Lambertian is a rlm@67: simple parameterized instantiation of this. rlm@67: rlm@67: BSSRDF -- (SS = subsurface) 3D analogue of BRDF rlm@67: rlm@67: What would the 3D analiogue of texture be? rlm@67: rlm@67: (a : b : c) as (a + b + c : b + c : c) <-- this is just the golden rlm@67: ratio again! rlm@67: rlm@67: CURET BTF Database lol what's this rlm@67: rlm@67: This student went and gathered 1000 images of different large rlm@67: objects made of different materials. The images were gathered off of rlm@67: Flikr. rlm@67: rlm@84: Then she gave another talk from someone else. It's about assigning rlm@84: materials to objects and then rendering them. The choice of rlm@84: materials is determined by some sort of expert system? rlm@67: rlm@84: They have made a neat looking interface for human entry of texture rlm@84: labeling or objects in scenes. The important elements were manual rlm@84: labels, dynamic display of the current selection, and undo. rlm@84: rlm@84: There are papers about mechanical turk engineering. rlm@84: rlm@84: lol http://opensurfaces.cs.cornell.edu/ rlm@84: rlm@84: CUBAM is interesting 2010 "The multidimensional wisdom of crowds." rlm@84: "Neural Information processing systems" some sort of voting scheme. rlm@84: rlm@84: The point of this is apparently to do some kitchen makeover rlm@84: thing. You would take a picture of your kitchen, or you would look rlm@84: for a kitchen that looks like yours, and then you would be able to rlm@84: investigate different textures for your own kitchen. rlm@84: rlm@84: apparently "Label ME" has never been appropriately rlm@84: crowdsourced. Turns out that you get better work if you don't use rlm@84: idiots to do the work lol.