10 research outputs found

    Learning GAN-based Foveated Reconstruction to Recover Perceptually Important Image Features

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    A foveated image can be entirely reconstructed from a sparse set of samples distributed according to the retinal sensitivity of the human visual system, which rapidly decreases with increasing eccentricity. The use of Generative Adversarial Networks has recently been shown to be a promising solution for such a task, as they can successfully hallucinate missing image information. As in the case of other supervised learning approaches, the definition of the loss function and the training strategy heavily influence the quality of the output. In this work,we consider the problem of efficiently guiding thetraining of foveated reconstruction techniques such that they are more aware of the capabilities and limitations of the human visual system, and thus can reconstruct visually important image features. Our primary goal is to make the training procedure less sensitive to distortions that humans cannot detect and focus on penalizing perceptually important artifacts. Given the nature of GAN-based solutions, we focus on the sensitivity of human vision to hallucination in case of input samples with different densities. We propose psychophysical experiments, a dataset, and a procedure for training foveated image reconstruction. The proposed strategy renders the generator network flexible by penalizing only perceptually important deviations in the output. As a result, the method emphasized the recovery of perceptually important image features. We evaluated our strategy and compared it with alternative solutions by using a newly trained objective metric, a recent foveated video quality metric, and user experiments. Our evaluations revealed significant improvements in the perceived image reconstruction quality compared with the standard GAN-based training approach

    Learning Foveated Reconstruction to Preserve Perceived Image Statistics

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    Foveated image reconstruction recovers full image from a sparse set of samples distributed according to the human visual system's retinal sensitivity that rapidly drops with eccentricity. Recently, the use of Generative Adversarial Networks was shown to be a promising solution for such a task as they can successfully hallucinate missing image information. Like for other supervised learning approaches, also for this one, the definition of the loss function and training strategy heavily influences the output quality. In this work, we pose the question of how to efficiently guide the training of foveated reconstruction techniques such that they are fully aware of the human visual system's capabilities and limitations, and therefore, reconstruct visually important image features. Due to the nature of GAN-based solutions, we concentrate on the human's sensitivity to hallucination for different input sample densities. We present new psychophysical experiments, a dataset, and a procedure for training foveated image reconstruction. The strategy provides flexibility to the generator network by penalizing only perceptually important deviations in the output. As a result, the method aims to preserve perceived image statistics rather than natural image statistics. We evaluate our strategy and compare it to alternative solutions using a newly trained objective metric and user experiments

    Visual Processing and Latent Representations in Biological and Artificial Neural Networks

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    The human visual system performs the impressive task of converting light arriving at the retina into a useful representation that allows us to make sense of the visual environment. We can navigate easily in the three-dimensional world and recognize objects and their properties, even if they appear from different angles and under different lighting conditions. Artificial systems can also perform well on a variety of complex visual tasks. While they may not be as robust and versatile as their biological counterpart, they have surprising capabilities that are rapidly improving. Studying the two types of systems can help us understand what computations enable the transformation of low-level sensory data into an abstract representation. To this end, this dissertation follows three different pathways. First, we analyze aspects of human perception. The focus is on the perception in the peripheral visual field and the relation to texture perception. Our work builds on a texture model that is based on the features of a deep neural network. We start by expanding the model to the temporal domain to capture dynamic textures such as flames or water. Next, we use psychophysical methods to investigate quantitatively whether humans can distinguish natural textures from samples that were generated by a texture model. Finally, we study images that cover the entire visual field and test whether matching the local summary statistics can produce metameric images independent of the image content. Second, we compare the visual perception of humans and machines. We conduct three case studies that focus on the capabilities of artificial neural networks and the potential occurrence of biological phenomena in machine vision. We find that comparative studies are not always straightforward and propose a checklist on how to improve the robustness of the conclusions that we draw from such studies. Third, we address a fundamental discrepancy between human and machine vision. One major strength of biological vision is its robustness to changes in the appearance of image content. For example, for unusual scenarios, such as a cow on a beach, the recognition performance of humans remains high. This ability is lacking in many artificial systems. We discuss on a conceptual level how to robustly disentangle attributes that are correlated during training, and test this on a number of datasets

    The evolutionary emergence of neural organisation in computational models of primitive organisms

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    Over the decades, the question why did neural organisation emerge in the way that it did? has proved to be massively elusive. Whilst much of the literature paints a picture of common ancestry the idea that a species at the root of the tree of nervous system evolution spawned numerous descendants the actual evolutionary forces responsible for such changes, major transitions or otherwise, have been less clear. The view presented in this thesis is that via interactions with the environment, neural organisation has emerged in concert with the constraints enforced by body plan morphology and a need to process information eciently and robustly. Whilst these factors are two smaller parts of a much greater whole, their impact during the evolutionary process cannot be ignored, for they are fundamentally signicant. Thus computer simulations have been developed to provide insight into how neural organisation of an articial agent should emerge given the constraints of its body morphology, its symmetry, feedback from the environment, and a loss of energy. The first major finding is that much of the computational process of the nervous system can be ooaded to the body morphology, which has a commensurate bearing on neural architecture, neural dynamics and motor symmetry. The second major finding is that sensory feedback strengthens the dynamic coupling between the neural system and the body plan morphology, resulting in minimal neural circuitry yet more ecient agent behaviour. The third major finding is that under the constraint of energy loss, neural circuitry again emerges to be minimalistic. Throughout, an emphasis is placed on the coupling between the nervous system and body plan morphology which are known in the literature to be tightly integrated; accordingly, both are considered on equal footings

    Engineering Data Compendium. Human Perception and Performance, Volume 1

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    The concept underlying the Engineering Data Compendium was the product an R and D program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design of military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by system designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is Volume 1, which contains sections on Visual Acquisition of Information, Auditory Acquisition of Information, and Acquisition of Information by Other Senses
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