Using Shading to
Constrain the Surface Normal

If we know the direction of illumination and the reflectance function of a given surface, then this provides a constraint on the orientation of the surface normal (which gives us a possible route to shape from shading). To show how this works we shall assume a Lambertian surface illuminated by a distant point source of intensity . The light source vector is and the normal vector is as before. However, we shall now consider unit vectors. (For two unit vectors, and , .) The albedo is as before. Then

where is a relative measure of surface brightness or image intensity. Since then

This means that the vector defined by is perpendicular to the light source vector . the length of this vector can be calculated,

For convenience, we shall define this new vector as . Using Equations 12 and 13 we have:

This situation can be illustrated in Figure 3, below. By Pythagoras's theorem, since , the length of the vector along the light source direction is .

Figure 3
Figure 3: The vector triangle defining the surface normal.

We can now define the position of the tip of the and hence vector, which is the objective. Define the unknown vector and the known vector . Then from Equations 14 and 15, we have

Hence,

This has the form,

which is the equation of a conic section. This defines the locus of the tip of the surface normal. As an illustration, we could set the light source directly behind the viewer, . Then we simplify Equation 18 to get the equation of a circle, as seen from the coincident light and viewing directions. This gives circular iso-brightness contours on a unit sphere, as shown in Figure 9 on the top right hand side.


[ The Reflectance Map and the Image Irradiance Equation | Photometric stereo ]

Comments to: Sarah Price at ICBL.