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light direction calibration

Open niubiplus2 opened this issue 3 years ago • 3 comments

Hello, I have read the code, but I had been confused for a long time that the part of the calibration of the light direction return the normal of the ball, not the light direction? Could you explain about it, thanks a lot.

niubiplus2 avatar Aug 23 '22 03:08 niubiplus2

Excuse me,have you solved this problem? I have the same confusion.

worker-ljw avatar Sep 14 '23 03:09 worker-ljw

The sphere is used to determine the (unknown) light direction assuming Lambert reflection properties. That is, given a pixel intensity (gray value) at position (x,y) and its known surface normal on the sphere geometry, we can solve light directions L as described here: https://en.wikipedia.org/wiki/Lambertian_reflectance

NewProggie avatar Sep 14 '23 05:09 NewProggie

I agree with you, but I found some differences. In this part of the code, I understand ”LightsInv“ as the inverse of the direction of the light source. c2d91d6d4cf4afe76531b7c7f6713e0 But when I continued reading the code with this conjecture, I found that it also seems to be the normal direction of the spherical surface. 3ce6a748f59d3499fabe9e3053e569f

f46f581498a3d2e9e93c41658c82061 83b8c89241591944b0a59e96b6be8e7 I can't understand this phenomenon unless the calibration image used in the process of calibrating the direction of the light source requires that the direction of the light source always be towards the center of the sphere.

worker-ljw avatar Sep 14 '23 09:09 worker-ljw