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Radiometry & Color

Alexei Efros

CS280, Spring 2026

with slides from Hoiem, Malik, Freeman

“Empire of Light”, Magritte

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What is in an image?

The image is an array of brightness values (three arrays for RGB images)

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A camera creates an image …

The image I(x,y) measures how much light is captured at pixel (x,y)

We want to know

  • Where does a point (X,Y,Z) in the world get imaged?
  • What is the brightness at the resulting point (x,y)?

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Now let us try to understand brightness at a pixel (x,y) …

The image I(x,y) measures how much light is captured at pixel (x,y). Proportional to the number of photons captured at the sensor element (CCD/CMOS/Rod/cone/..) in a time interval.

 

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Radiance is a directional quantity

Radiant power travelling in a given direction per unit area (measured perpendicular to the direction of travel) per unit solid angle

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How does a pixel get its value?

Light emitted

Sensor

Lens

Fraction of light reflects into camera

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How does a pixel get its value?

  • Major factors
    • Illumination strength and direction
    • Surface geometry
    • Surface material
    • Nearby surfaces
    • Camera gain/exposure

Light emitted

Sensor

Light reflected to camera

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Image irradiance is proportional to scene radiance in the direction of the camera

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BRDF: Bidirectional Reflectance Distribution Function

surface normal

Slide credit: S. Savarese

  • Model of local reflection that tells how bright a surface appears when viewed from one direction when light falls on it from another

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Effect of BRDF

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Basic models of reflection

  • Specular: light bounces off at the incident angle
    • E.g., mirror

  • Diffuse: light scatters in all directions
    • E.g., brick, cloth, rough wood

incoming light

specular reflection

 

 

incoming light

diffuse reflection

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Lambertian reflectance model

  •  

light source

light source

absorption

diffuse reflection

 

 

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  •  

Diffuse reflection: Lambert’s cosine law

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Specular Reflection

  • Reflected direction depends on light orientation and surface normal
    • E.g., mirrors are fully specular
    • Most surfaces can be modeled with a mixture of diffuse and specular components

light source

specular reflection

Flickr, by suzysputnik

Flickr, by piratejohnny

 

 

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Most surfaces have both specular and diffuse components

  • Specularity = spot where specular reflection dominates (typically reflects light source)

Photo: northcountryhardwoodfloors.com

Typically, specular component is small

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Intensity and Surface Orientation

  •  

 

Slide: Forsyth

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1

2

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Recap

  •  

specular reflection

 

 

diffuse reflection

absorption

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Other possible effects

light source

transparency

light source

refraction

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λ

light source

subsurface scattering

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So far: light🡪surface🡪camera

  • Called a local illumination model
  • But much light comes from surrounding surfaces

From Koenderink slides on image texture and the flow of light

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Inter-reflection is a major source of light

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Inter-reflection affects the apparent color of objects

From Koenderink slides on image texture and the flow of light

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Scene surfaces also cause shadows

  • Shadow: reduction in intensity due to a blocked source

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Shadows

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Models of light sources

  • Distant point source
    • One illumination direction
    • E.g., sun

  • Area source
    • E.g., white walls, diffuser lamps, sky

  • Ambient light
    • Substitute for dealing with interreflections

  • Global illumination model
    • Account for interreflections in modeled scene

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Image Formation

f(x,y) = reflectance(x,y) * illumination(x,y)

Reflectance in [0,1], illumination in [0,inf]

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Problem: Dynamic Range

1500

1

25,000

400,000

2,000,000,000

The real world is

High dynamic range

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Dynamic range and camera response

  • Typical scenes have a huge dynamic range

  • Camera response is roughly linear in the mid range (15 to 240) but non-linear at the extremes
    • called saturation or undersaturation

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Long Exposure

10-6

106

10-6

106

Real world

Picture

0 to 255

High dynamic range

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Short Exposure

10-6

106

10-6

106

Real world

Picture

0 to 255

High dynamic range

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Radiance is a function of wavelength

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Spectroradiometer

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DIY Spectroradiometer

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Electromagnetic Spectrum

http://www.yorku.ca/eye/photopik.htm

Human Luminance Sensitivity Function

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Why do we see light of these wavelengths?

© Stephen E. Palmer, 2002

…because that’s where the

Sun radiates EM energy

Visible Light

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The Physics of Light

Any patch of light can be completely described

physically by its spectrum: the number of photons

(per time unit) at each wavelength 400 - 700 nm.

© Stephen E. Palmer, 2002

400 500 600 700

Wavelength (nm.)

Power

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The Physics of Light

Some examples of the spectra of light sources

© Stephen E. Palmer, 2002

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The Physics of Light

Some examples of the reflectance spectra of surfaces

Wavelength (nm)

% Photons Reflected

Red

400 700

Yellow

400 700

Blue

400 700

Purple

400 700

© Stephen E. Palmer, 2002

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Color spaces

  • How can we represent color?

http://en.wikipedia.org/wiki/File:RGB_illumination.jpg

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Color spaces: RGB vs. CMY(K)

  • Light projection vs paint

Source: https://intranet.mcad.edu/kb/cmyk-vs-rgb-what-color-space-should-i-work

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Color spaces: RGB

0,1,0

0,0,1

1,0,0

Image from: http://en.wikipedia.org/wiki/File:RGB_color_solid_cube.png

Default color space

R

(G=0,B=0)

G

(R=0,B=0)

B

(R=0,G=0)

RGB cube

    • Easy for devices
    • But not perceptual
    • Where do the grays live?
    • Where is hue and saturation?

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The Psychophysics of “Color”

There is no simple functional description for the perceived

color of all lights under all viewing conditions, but …...

A helpful constraint:

Consider only physical spectra with normal distributions

area

mean

variance

© Stephen E. Palmer, 2002

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The Psychophysical Correspondence

Mean

Hue

# Photons

Wavelength

© Stephen E. Palmer, 2002

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The Psychophysical Correspondence

Variance

Saturation

Wavelength

# Photons

© Stephen E. Palmer, 2002

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The Psychophysical Correspondence

Area

Brightness

# Photons

Wavelength

© Stephen E. Palmer, 2002

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Color spaces: RGB

0,1,0

0,0,1

1,0,0

Image from: http://en.wikipedia.org/wiki/File:RGB_color_solid_cube.png

Default color space

R

(G=0,B=0)

G

(R=0,B=0)

B

(R=0,G=0)

RGB cube

    • Easy for devices
    • But not perceptual
    • Where do the grays live?
    • Where is hue and saturation?

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HSV

Hue, Saturation, Value (Intensity)

    • RGB cube on its vertex

Decouples the three components (a bit)

Use rgb2hsv() and hsv2rgb() in Matlab

Slide by Steve Seitz

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Color spaces: HSV

Intuitive color space

H

(S=1,V=1)

S

(H=1,V=1)

V

(H=1,S=0)

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Color spaces: L*a*b*

“Perceptually uniform”* color space

L

(a=0,b=0)

a

(L=65,b=0)

b

(L=65,a=0)

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© Stephen E. Palmer, 2002

Color Constancy

The “photometer metaphor” of color perception:

Color perception is determined by the spectrum of light

on each retinal receptor (as measured by a photometer).

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© Stephen E. Palmer, 2002

Color Constancy

The “photometer metaphor” of color perception:

Color perception is determined by the spectrum of light

on each retinal receptor (as measured by a photometer).

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© Stephen E. Palmer, 2002

Color Constancy

The “photometer metaphor” of color perception:

Color perception is determined by the spectrum of light

on each retinal receptor (as measured by a photometer).

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What color is the “The Dress”?

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© Stephen E. Palmer, 2002

Color Constancy

Do we have constancy over

all global color transformations?

60% blue filter

Complete inversion

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Color Constancy

© Stephen E. Palmer, 2002

Color Constancy: the ability to perceive the

invariant color of a surface despite ecological

Variations in the conditions of observation.

Another of these hard inverse problems:

Physics of light emission and surface reflection

underdetermine perception of surface color

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Camera White Balancing

  • Manual
  • Automatic (AWB)

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Color Correction

 

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Lightness constancy

Interpret surface in terms of albedo or “true color”, rather than observed intensity

    • Humans are good at it
    • Computers are not nearly as good

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Perception of Intensity

from Ted Adelson

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Perception of Intensity

from Ted Adelson

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Intrinsic Images