446 research outputs found

    Recognition-by-components: A theory of human image understanding.

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    Hemispheric specialization in the coding of spatial relations

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    Two experiments tested the coordinate relations hypothesis while holding constant other variables that have been theorized to underlie the dissociation in neural visual recognition systems (e.g., biological or non-biological distinction, level of expertise, level of categorization) via the utilization of abstract nonsense line drawings that were constructed so as to produce two distinct classes of stimuli: categorical change stimuli (i.e., metric change from baseline stimuli that results in a change in structural description) and coordinate change stimuli (i.e., metric change from baseline stimuli that keeps structural description intact). Experiment 1 found a right hemisphere advantage for distinguishing the coordinate change stimuli but no laterality effect for the categorical stimuli. That is, a right hemisphere advantage was found when participants were required to physically compare stimuli sharing the same categorical relations between their parts but no hemispheric specialization was found when comparing stimuli with different relations between their parts. These results suggest that the right hemisphere recognition system is used to identify stimuli that share the same categorical relations among their parts. Notice that neither the biological recognition hypothesis, nor the expert recognition hypothesis, nor the subordinate-level recognition hypothesis would predict any difference with respect to hemispheric advantage between the coordinate change and the categorical change. The results of Experiment 1 also indicate that above-below categorical relationships are a component of the structural descriptions used by the bilateral recognition system. Experiment 2 tested whether or not the categorical structural descriptions underlying the bilateral recognition system specify left-of vs. right-of relations or rather just specify side-of relations. The results of Experiment 2 indicate that the structural descriptions underlying the bilateral recognition system do specify left-of vs. right-of relations

    A survey of visual preprocessing and shape representation techniques

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    Many recent theories and methods proposed for visual preprocessing and shape representation are summarized. The survey brings together research from the fields of biology, psychology, computer science, electrical engineering, and most recently, neural networks. It was motivated by the need to preprocess images for a sparse distributed memory (SDM), but the techniques presented may also prove useful for applying other associative memories to visual pattern recognition. The material of this survey is divided into three sections: an overview of biological visual processing; methods of preprocessing (extracting parts of shape, texture, motion, and depth); and shape representation and recognition (form invariance, primitives and structural descriptions, and theories of attention)

    Photorealistic retrieval of occluded facial information using a performance-driven face model

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    Facial occlusions can cause both human observers and computer algorithms to fail in a variety of important tasks such as facial action analysis and expression classification. This is because the missing information is not reconstructed accurately enough for the purpose of the task in hand. Most current computer methods that are used to tackle this problem implement complex three-dimensional polygonal face models that are generally timeconsuming to produce and unsuitable for photorealistic reconstruction of missing facial features and behaviour. In this thesis, an image-based approach is adopted to solve the occlusion problem. A dynamic computer model of the face is used to retrieve the occluded facial information from the driver faces. The model consists of a set of orthogonal basis actions obtained by application of principal component analysis (PCA) on image changes and motion fields extracted from a sequence of natural facial motion (Cowe 2003). Examples of occlusion affected facial behaviour can then be projected onto the model to compute coefficients of the basis actions and thus produce photorealistic performance-driven animations. Visual inspection shows that the PCA face model recovers aspects of expressions in those areas occluded in the driver sequence, but the expression is generally muted. To further investigate this finding, a database of test sequences affected by a considerable set of artificial and natural occlusions is created. A number of suitable metrics is developed to measure the accuracy of the reconstructions. Regions of the face that are most important for performance-driven mimicry and that seem to carry the best information about global facial configurations are revealed using Bubbles, thus in effect identifying facial areas that are most sensitive to occlusions. Recovery of occluded facial information is enhanced by applying an appropriate scaling factor to the respective coefficients of the basis actions obtained by PCA. This method improves the reconstruction of the facial actions emanating from the occluded areas of the face. However, due to the fact that PCA produces bases that encode composite, correlated actions, such an enhancement also tends to affect actions in non-occluded areas of the face. To avoid this, more localised controls for facial actions are produced using independent component analysis (ICA). Simple projection of the data onto an ICA model is not viable due to the non-orthogonality of the extracted bases. Thus occlusion-affected mimicry is first generated using the PCA model and then enhanced by accordingly manipulating the independent components that are subsequently extracted from the mimicry. This combination of methods yields significant improvements and results in photorealistic reconstructions of occluded facial actions

    Relational Strategies for the Study of Visual Object Recognition

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    Optimization techniques for computationally expensive rendering algorithms

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    Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-­¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-­¿aliased images. One targeted to the rendering of screen-­¿space anti-­¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-­¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets

    How are Three-Deminsional Objects Represented in the Brain?

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    We discuss a variety of object recognition experiments in which human subjects were presented with realistically rendered images of computer-generated three-dimensional objects, with tight control over stimulus shape, surface properties, illumination, and viewpoint, as well as subjects' prior exposure to the stimulus objects. In all experiments recognition performance was: (1) consistently viewpoint dependent; (2) only partially aided by binocular stereo and other depth information, (3) specific to viewpoints that were familiar; (4) systematically disrupted by rotation in depth more than by deforming the two-dimensional images of the stimuli. These results are consistent with recently advanced computational theories of recognition based on view interpolation
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