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Photometric stereo

Photometric stereo is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Photometric stereo rather than just read about it. In short: Photometric stereo is a technique in computer vision for estimating the surface normals of objects by observing that object under different lighting conditions (photometry). It is based on the fact that the amount of light reflected by a surface is dependent on the orientation of the surface in relation to the light source and the observer.

Photometric stereo — main illustration
Photometric stereo — illustration

Key takeaways

  • Photometric stereo belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Photometric stereo to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Photometric stereo from memory before moving on to harder problems.

Reference excerpt

Photometric stereo is a technique in computer vision for estimating the surface normals of objects by observing that object under different lighting conditions (photometry). It is based on the fact that the amount of light reflected by a surface is dependent on the orientation of the surface in relation to the light source and the observer. By measuring the amount of light reflected into a camera, the space of possible surface orientations is limited. Given enough light sources from different angles, the surface orientation may be constrained to a single orientation or even overconstrained. The technique was originally introduced by Woodham in 1980. The special case where the data is a single image is known as shape from shading, and was analyzed by B. K. P. Horn in 1989. Photometric stereo has since been generalized to many other situations, including extended light sources and non-Lambertian surface finishes. Current research aims to make the method work in the presence of projected shadows, highlights, and non-uniform lighting. Photometric stereo is widely used in various fields, including archaeology, cultural heritage conservation, and quality control. It is now integrated into widely used open-source software, such as Meshroom.

Basic method Under Woodham's original assumptions — Lambertian reflectance, known point-like distant light sources, and uniform albedo — the problem can be solved by inverting the linear equation I = L ⋅ n {\displaystyle I=L\cdot n} , where I {\displaystyle I} is a (known) vector of m {\displaystyle m} observed intensities, n {\displaystyle n} is the (unknown) surface normal, and L {\displaystyle L} is a (known) 3 × m {\displaystyle 3\times m} matrix of normalized light directions. This model can easily be extended to surfaces with non-uniform albedo, while keeping the problem linear. Taking an albedo reflectivity of k {\displaystyle k} , the formula for the reflected light intensity becomes

I = k ( L ⋅ n ) . {\displaystyle I=k(L\cdot n).}

If L {\displaystyle L} is square (there are exactly 3 lights) and non-singular, it can be inverted, giving

L − 1 I = k n . {\displaystyle L^{-1}I=kn.}

Since the normal vector is known to have length 1, k {\displaystyle k} must be the length of the vector k n {\displaystyle kn} , and n {\displaystyle n} is the normalised direction of that vector. If L {\displaystyle L} is not square (there are more than 3 lights), a generalisation of the inverse can be obtained using the Moore–Penrose pseudoinverse, by simply multiplying both sides with L T {\displaystyle L^{T}} , giving

L T I = L T k ( L ⋅ n ) , {\displaystyle L^{T}I=L^{T}k(L\cdot n),}

( L T L ) − 1 L T I = k n , {\displaystyle (L^{T}L)^{-1}L^{T}I=kn,}

after which the normal vector and albedo can be solved as described above.

Non-Lambertian surfaces The classical photometric stereo problem concerns itself only with Lambertian surfaces, with perfectly diffuse reflection. This is unrealistic for many types of materials, especially metals, glass and smooth plastics, and will lead to aberrations in the resulting normal vectors. Many methods have been developed to lift this assumption. In this section, a few of these are listed.

Specular reflections Historically, in computer graphics, the commonly used model to render surfaces started with Lambertian surfaces and progressed first to include simple specular reflections. Computer vision followed a similar course with photometric stereo. Specular reflections were among the first deviations from the Lambertian model. These are a few adaptations that have been developed.

Many techniques ultimately rely on modelling the reflectance function of the surface, that is, how much light is reflected in each direction. This reflectance function has to be invertible. The reflected light intensities towards the camera is measured, and the inverse reflectance function is fit onto the measured intensities, resulting in a unique solution for the normal vector.

General BRDFs and beyond According to the Bidirectional reflectance distribution function (BRDF) model, a surface may distribute the amount of light it receives in any outward direction. This is the most general known model for opaque surfaces. Some techniques have been developed to model (almost) general BRDFs. In practice, all of these require many light sources to obtain reliable data. These are methods in which surfaces with general BRDFs can be measured.

… excerpt ends here. Continue reading the full article.

Illustrations

Photometric stereo: Photometric stereo analyzes multiple images of an object under different lighting conditions to estimate a normal direction at each pixel.
Photometric stereo analyzes multiple images of an object under different lighting conditions to estimate a normal direction at each pixel.
Photometric stereo: Normal map of a Mousterian flint biface obtained by self-calibrated photometric stereo using an LED lighting model[19]. The method captures fine surface details, revealing the faceted texture as well as the contrasting smoothness of the cortical area
Normal map of a Mousterian flint biface obtained by self-calibrated photometric stereo using an LED lighting model[19]. The method captures fine surface details, revealing the faceted texture as well as the contrasting smoothness of the cortical area

Worked examples

Example 1 — a first encounter with Photometric stereo

Start with the simplest possible case. Write down what Photometric stereo claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Photometric stereo before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Photometric stereo ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Photometric stereo

In research
Photometric stereo appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Photometric stereo in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Photometric stereo is common in secondary-school and first-year university syllabi. It links to neighbouring topics 3D imaging, Computer graphics, Computer vision, so understanding it makes those chapters shorter.
In everyday life
Look for Photometric stereo outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Photometric stereo in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Photometric stereo means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Photometric stereo out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Photometric stereo in simple terms?

Photometric stereo is a technique in computer vision for estimating the surface normals of objects by observing that object under different lighting conditions (photometry). It is based on the fact that the amount of light reflected by a surface is dependent on the orientation of the surface in rel…

Why does Photometric stereo matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Photometric stereo?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Photometric stereo.

Tags

  • 3D imaging
  • Computer graphics
  • Computer vision

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