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: The vector triangle defining the surface normal.
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.