Photometric
Stereo: Equations (PS3)
| Introduction | Advantages | Equations | Gradient & albedo | PS3
vs PS4 |
We use three photometric images to recover the local surface orientation
and albedo information for a Lambertian surface where the shadow effect
is absent. The geometry of the camera / lighting setup can be seen
here. Note that, during image capture, we keep the slant
angle constant (50°). Furthermore, we apply the assumptions,
that is that the surface is parallel to the image plane of the camera
and approximately flat; the light source
and camera are located far away from the test sample; and the illumination
direction and viewing direction are uniform at each point on the surface.
We transfer the Lambertian
surface model into matrix format. Therefore the intensity of pixel
in a image can be expressed as follow 
where
- i1(x, y) is image intensity at the
point (x, y);
is a surface
normal unit vector to the surface s(x,
y) at the point (x, y), and and
are surface
partial derivatives measured in the x and y directions, respectively;
- L1 = [ lx1, ly1, lz1 ]T is a unit illumination
vector, which is pointing from the surface towards to the light source;
and
- r is
surface albedo at the given point (x,
y).
Now we consider three light
sources with illumination vectors L1, L2 and L3. The equation can
be rewritten in matrix form 
where
- I = [ i1, i2, i3 ]T is image intensity
vector;
- L = [ L1, L2, L3 ]T is photometric illumination matrix
which incorporates the light intensity for each light source.
Provided that all of three illumination vectors L1, L2 and L3 are not lying
in the same plane (non-coplanar), then the photometic illumination
matrix L is non-singular
and its inverse matrix, L-1 exists and ,
where M = [ m1, m2, m3 ]T
Therefore the three image
based photometric stereo method can be summarised as follow:
- For each given point (x,
y) on the surface, the image intensity vector I is firstly formed by capturing
three images under different illumination directions L1, L2 and L3.
- The vector M = [ m1, m2, m3 ]T is obtained by the
production of I and L-1.
- The surface gradient components can
be calculated via
and .
- Finally, the surface albedo is
recovered by finding the length of vector M.

Those computation is straightforward
in this case, and a unique result is assured.
| Introduction | Advantages | Equations | Gradient & albedo | PS3
vs PS4 |

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