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Visual Perception How We See Things
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Visual Perception It is generally agreed that we have five senses
Vision Hearing Touch Taste Smell Of our five senses, the one with the highest bandwidth and most often used by computers to communicate with humans is vision Which sense gets second billing? Which are sometimes used? Which are rarely used.
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Human Visual System Remarkably tolerant of bad data and yet amazingly sensitive Tolerant Sketches, original (distortion, noise), occlusions Sensitive Visible anomaly, adaptable to varying brightness, remarkable acuity Vision perceives reality, it is not a measure of reality E.g. Brightness is the perceived characteristic of luminance Color is the perceived characteristic of spectral frequencies Images producing the same (or near same) percept are perceived as “realistic” Goal of computer graphics is to produce desired effect in a computationally efficient manner
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Eye Anatomy Focal System Imaging System Network Pupil and Lens
Retina with its rods and cones Cones: color perception. Cones are especially dense around the fovea Rods: brightness perception. Rods outnumber cones about 20:1 Network Optic Nerve and Visual Cortex
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The Color of Things Color is the perceived appearance of an object’s emitted or reflected light Visible light which gives color to an object appears from violet at 400nm to red at 700nm. Below 400nm in decreasing wavelengths are ultraviolet, x-rays, and gamma rays. Above 700nm in increasing wavelengths are infrared, microwave, and radio waves. Whether emitted or reflected is immaterial to the eyes response, for example, the moon only reflects light, but is commonly perceived as an emitter Light waves in the visible band are perceived (as color) by the retina’s cones Cones are of three (possibly four) types: blue, “red” and “green” The chemical response of the cones to excitation by light causes the perception we see as color Among the retina’s cells, there is interplay (lateral inhibition) which causes optical illusions such as Mach bands. Also optical illusions e.g., after-images, unexplainable conditions (1, 2) exist
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Color Models HLS: Hue – Lightness (or Luminence) – Saturation
We tend to refer to color naturally with this model, e.g., a blue car or a pink dress is referring to its hue. The “color wheel” is characteristic of hue (0 – Red, 80 – Green, 160 – Blue) The perceived color we ascribe to an object is called color constancy E.g., a red coffee mug in a twilight lit room is likely no longer truly appearing red, but we would still describe it as such RGB: Red, Green, Blue This is the less natural, but more “native” way of specifying color. Often in a computer graphics system, color is designated as 24-bit (or RGB) or 32-bit (or RGBA) E.g., 0xff_00_00_00 would be fully-saturated red with no transparency Experimenting w/Color (link) Paint Interpolation of Color
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Additive and Subtractive Color
Mixtures of spectral frequencies are “additive” E.g., full red, green, and blue produce white. Mixtures of dyes or paints is “subtractive” E.g. a complete mixture of cyan (blue and green), magenta (blue and red), and yellow (red and green) is black. Color is a perception which is modified by its context (e.g., 1, 2, and 3)
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Characteristics of Portraying Dynamic Effects
Frame Rate for Visual Persistence Typically need 25 frames per second (i.e., refresh of 25Hz) to avoid most flickering. Effect completely ceases at 80Hz Common Technologies US Fiilm 24Hz, European Film 25Hz US TV 60Hz (interlaced), European TV 50Hz (interlaced) Typical LCD computer monitor 65Hz (non-interlaced) Stereo LCD 120 Hz (for both left- and right-eye image) Update Rate for Smooth Motion The accepted minimum for smooth motion is 10Hz More is necessary for small or fast-moving obejcts Poor frame rates cause strobing Unifying Frame Rate and Update Rates Use front and back display buffers for displaying frame Swap buffers at lesser or frame or update rate
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Visual Cues for Distance and Motion
Distance Cues Size Occlusion Linear Perspective Texture or Surface Detail Shadow Stereopsis Motion Parallax Accomodation and Convergence Atmosphere Motion Cues Position Change Motion Blur
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