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Image Formation
1
Objectives
• Fundamental imaging notions
• Physical basis for image formation
• Light
• Color
• Perception
• Synthetic camera model
• Other models
2
Image Formation
• In computer graphics, we form images which are generally two
dimensional using a process analogous to how images are formed by
physical imaging systems
• Cameras
• Microscopes
• Telescopes
• Human visual system
3
Elements of Image Formation
• Objects
• Viewer
• Light source(s)
• Attributes that govern how light interacts with the materials in the
scene
• Note the independence of the objects, the viewer, and the light
source(s)
4
Light
• Light is the part of the electromagnetic spectrum that causes a
reaction in our visual systems
• Generally these are wavelengths in the range of about 350-750 nm
(nanometers)
• Long wavelengths appear as reds and short wavelengths as blues
5
Ray Tracing and
Geometric Optics
One way to form an image is to
follow rays of light from a
point source finding which
rays enter the lens of the
camera. However, each
ray of light may have
multiple interactions with objects
before being absorbed or going to infinity.
6
Luminance and Color Images
• Luminance Image
• Monochromatic
• Values are gray levels
• Analogous to working with black and white film or television
• Color Image
• Has perceptional attributes of hue, saturation, and lightness
• Do we have to match every frequency in visible spectrum? No!
7
Three-Color Theory
• Human visual system has two types of sensors
• Rods: monochromatic, night vision
• Cones
• Color sensitive
• Three types of cones
• Only three values (the tristimulus
values) are sent to the brain
• Need only match these three values
• Need only three primary colors
8
Shadow Mask CRT
9
Additive and Subtractive Color
• Additive color
• Form a color by adding amounts of three primaries
• CRTs, projection systems, positive film
• Primaries are Red (R), Green (G), Blue (B)
• Subtractive color
• Form a color by filtering white light with cyan (C), Magenta (M), and Yellow
(Y) filters
• Light-material interactions
• Printing
• Negative film
10
Pinhole Camera
11
xp= -x/z/d yp= -y/z/d
Use trigonometry to find projection of point at (x,y,z)
These are equations of simple perspective
zp= d
Synthetic Camera Model
12
center of projection
image plane
projector
p
projection of p
Advantages
• Separation of objects, viewer, light sources
• Two-dimensional graphics is a special case of three-dimensional
graphics
• Leads to simple software API
• Specify objects, lights, camera, attributes
• Let implementation determine image
• Leads to fast hardware implementation
13
Global vs Local Lighting
• Cannot compute color or shade of each object independently
• Some objects are blocked from light
• Light can reflect from object to object
• Some objects might be translucent
14
Why not ray tracing?
• Ray tracing seems more physically based so why don’t we use it to
design a graphics system?
• Possible and is actually simple for simple objects such as polygons
and quadrics with simple point sources
• In principle, can produce global lighting effects such as shadows and
multiple reflections but ray tracing is slow and not well-suited for
interactive applications
15

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Image formation

  • 2. Objectives • Fundamental imaging notions • Physical basis for image formation • Light • Color • Perception • Synthetic camera model • Other models 2
  • 3. Image Formation • In computer graphics, we form images which are generally two dimensional using a process analogous to how images are formed by physical imaging systems • Cameras • Microscopes • Telescopes • Human visual system 3
  • 4. Elements of Image Formation • Objects • Viewer • Light source(s) • Attributes that govern how light interacts with the materials in the scene • Note the independence of the objects, the viewer, and the light source(s) 4
  • 5. Light • Light is the part of the electromagnetic spectrum that causes a reaction in our visual systems • Generally these are wavelengths in the range of about 350-750 nm (nanometers) • Long wavelengths appear as reds and short wavelengths as blues 5
  • 6. Ray Tracing and Geometric Optics One way to form an image is to follow rays of light from a point source finding which rays enter the lens of the camera. However, each ray of light may have multiple interactions with objects before being absorbed or going to infinity. 6
  • 7. Luminance and Color Images • Luminance Image • Monochromatic • Values are gray levels • Analogous to working with black and white film or television • Color Image • Has perceptional attributes of hue, saturation, and lightness • Do we have to match every frequency in visible spectrum? No! 7
  • 8. Three-Color Theory • Human visual system has two types of sensors • Rods: monochromatic, night vision • Cones • Color sensitive • Three types of cones • Only three values (the tristimulus values) are sent to the brain • Need only match these three values • Need only three primary colors 8
  • 10. Additive and Subtractive Color • Additive color • Form a color by adding amounts of three primaries • CRTs, projection systems, positive film • Primaries are Red (R), Green (G), Blue (B) • Subtractive color • Form a color by filtering white light with cyan (C), Magenta (M), and Yellow (Y) filters • Light-material interactions • Printing • Negative film 10
  • 11. Pinhole Camera 11 xp= -x/z/d yp= -y/z/d Use trigonometry to find projection of point at (x,y,z) These are equations of simple perspective zp= d
  • 12. Synthetic Camera Model 12 center of projection image plane projector p projection of p
  • 13. Advantages • Separation of objects, viewer, light sources • Two-dimensional graphics is a special case of three-dimensional graphics • Leads to simple software API • Specify objects, lights, camera, attributes • Let implementation determine image • Leads to fast hardware implementation 13
  • 14. Global vs Local Lighting • Cannot compute color or shade of each object independently • Some objects are blocked from light • Light can reflect from object to object • Some objects might be translucent 14
  • 15. Why not ray tracing? • Ray tracing seems more physically based so why don’t we use it to design a graphics system? • Possible and is actually simple for simple objects such as polygons and quadrics with simple point sources • In principle, can produce global lighting effects such as shadows and multiple reflections but ray tracing is slow and not well-suited for interactive applications 15