Shape from shading using linear approximation

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摘要

In this paper, we present an extremely simple algorithm for shape from shading, which can be implemented in 25 lines of C code∗. The algorithm is very fast, taking 0.2 seconds on a Sun SparcStation-1 for a 128 × 128 image, and is purely local and highly parallelizable (parallel implementation included). In our approach, we employ a linear approximation of the reflectance function, as used by others. However, the main difference is that we first use the discrete approximations for surface normal, p and q, using finite differences, and then linearize the reflectance function in depth, Z(x, y), instead of p and q. The algorithm has been tested on several synthetic and real images of both Lambertian and specular surfaces, and good results have been obtained.

论文关键词:physics-based vision,3D shape,shape from shading

论文评审过程:Received 7 May 1993, Revised 7 April 1994, Available online 10 June 2003.

论文官网地址:https://doi.org/10.1016/0262-8856(94)90002-7