Muryy Alexander A, Fleming Roland W, Welchman Andrew E
School of Psychology, University of Birmingham, Edgbaston, Birmingham, UK Department of Psychology, University of Southampton, Highfield Campus, Southampton, UK.
Department of Psychology, University of Gießen, Gießen, Germany.
J Vis. 2014 Dec 24;14(14):14. doi: 10.1167/14.14.14.
Because specular reflection is view-dependent, shiny surfaces behave radically differently from matte, textured surfaces when viewed with two eyes. As a result, specular reflections pose substantial problems for binocular stereopsis. Here we use a combination of computer graphics and geometrical analysis to characterize the key respects in which specular stereo differs from standard stereo, to identify how and why the human visual system fails to reconstruct depths correctly from specular reflections. We describe rendering of stereoscopic images of specular surfaces in which the disparity information can be varied parametrically and independently of monocular appearance. Using the generated surfaces and images, we explain how stereo correspondence can be established with known and unknown surface geometry. We show that even with known geometry, stereo matching for specular surfaces is nontrivial because points in one eye may have zero, one, or multiple matches in the other eye. Matching features typically yield skew (nonintersecting) rays, leading to substantial ortho-epipolar components to the disparities, which makes deriving depth values from matches nontrivial. We suggest that the human visual system may base its depth estimates solely on the epipolar components of disparities while treating the ortho-epipolar components as a measure of the underlying reliability of the disparity signals. Reconstructing virtual surfaces according to these principles reveals that they are piece-wise smooth with very large discontinuities close to inflection points on the physical surface. Together, these distinctive characteristics lead to cues that the visual system could use to diagnose specular reflections from binocular information.
由于镜面反射依赖于视角,因此当用双眼观察时,有光泽的表面与无光泽的纹理表面的表现截然不同。因此,镜面反射给双目立体视觉带来了重大问题。在这里,我们结合计算机图形学和几何分析来描述镜面立体视觉与标准立体视觉不同的关键方面,以确定人类视觉系统无法从镜面反射中正确重建深度的方式和原因。我们描述了镜面表面立体图像的渲染,其中视差信息可以参数化地变化,并且与单眼外观无关。使用生成的表面和图像,我们解释了如何在已知和未知表面几何形状的情况下建立立体匹配。我们表明,即使在已知几何形状的情况下,镜面表面的立体匹配也并非易事,因为一只眼睛中的点在另一只眼睛中可能有零个、一个或多个匹配。匹配特征通常会产生倾斜(不相交)光线,导致视差中存在大量的正交极线分量,这使得从匹配中推导深度值变得不平凡。我们认为,人类视觉系统可能仅基于视差的极线分量进行深度估计,同时将正交极线分量视为视差信号潜在可靠性的一种度量。根据这些原理重建虚拟表面会发现,它们是分段光滑的,在物理表面的拐点附近有非常大的不连续性。这些独特的特征共同导致了视觉系统可以用来从双目信息中诊断镜面反射的线索。