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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:
  1. 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.
  2. The vector M = [ m1, m2, m3 ]T is obtained by the production of I and L-1.
  3. The surface gradient components can be calculated via
    and .
  4. 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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Last update: June 2009   © Copyright 2003 - 2009, Jerry's Taurus Studio, Disclaims & Terms