3 research outputs found

    Low-level contrast statistics are diagnostic of invariance of natural textures

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    Texture may provide important clues for real world object and scene perception. To be reliable, these clues should ideally be invariant to common viewing variations such as changes in illumination and orientation. In a large image database of natural materials, we found textures with low-level contrast statistics that varied substantially under viewing variations, as well as textures that remained relatively constant. This led us to ask whether textures with constant contrast statistics give rise to more invariant representations compared to other textures. To test this, we selected natural texture images with either high (HV) or low (LV) variance in contrast statistics and presented these to human observers. In two distinct behavioral categorization paradigms, participants more often judged HV textures as “different” compared to LV textures, showing that textures with constant contrast statistics are perceived as being more invariant. In a separate electroencephalogram (EEG) experiment, evoked responses to single texture images (single-image ERPs) were collected. The results show that differences in contrast statistics correlated with both early and late differences in occipital ERP amplitude between individual images. Importantly, ERP differences between images of HV textures were mainly driven by illumination angle, which was not the case for LV images: there, differences were completely driven by texture membership. These converging neural and behavioral results imply that some natural textures are surprisingly invariant to illumination changes and that low-level contrast statistics are diagnostic of the extent of this invariance

    An exponential filter model predicts lightness illusions

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    Lightness, or perceived reflectance of a surface, is influenced by surrounding context. This is demonstrated by the Simultaneous Contrast Illusion (SCI), where a grey patch is perceived lighter against a black background and vice versa. Conversely, assimilation is where the lightness of the target patch moves towards that of the bounding areas and can be demonstrated in White's effect. Blakeslee and McCourt (2007) introduced an oriented difference-of-Gaussian (ODOG) model that is able to account for both contrast and assimilation in a number of lightness illusions and that has been subsequently improved using localized normalization techniques. We introduce a model inspired by image statistics that is based on a family of exponential filters, with kernels spanning across multiple sizes and shapes. We include an optional second stage of normalization based on contrast gain control. Our model was tested on a well-known set of lightness illusions that have previously been used to evaluate ODOG and its variants, and model lightness values were compared with typical human data. We investigate whether predictive success depends on filters of a particular size or shape and whether pooling information across filters can improve performance. The best single filter correctly predicted the direction of lightness effects for 21 out of 27 illusions. Combining two filters together increased the best performance to 23, with asymptotic performance at 24 for an arbitrarily large combination of filter outputs. While normalization improved prediction magnitudes, it only slightly improved overall scores in direction predictions. The prediction performance of 24 out of 27 illusions equals that of the best performing ODOG variant, with greater parsimony. Our model shows that V1-style orientation-selectivity is not necessary to account for lightness illusions and that a low-level model based on image statistics is able to account for a wide range of both contrast and assimilation effects

    Visual dictionaries as intermediate features in the human brain

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    The human visual system is assumed to transform low level visual features to object and scene representations via features of intermediate complexity. How the brain computationally represents intermediate features is still unclear. To further elucidate this, we compared the biologically plausible HMAX model and Bag of Words (BoW) model from computer vision. Both these computational models use visual dictionaries, candidate features of intermediate complexity, to represent visual scenes, and the models have been proven effective in automatic object and scene recognition. These models however differ in the computation of visual dictionaries and pooling techniques. We investigated where in the brain and to what extent human fMRI responses to short video can be accounted for by multiple hierarchical levels of the HMAX and BoW models. Brain activity of 20 subjects obtained while viewing a short video clip was analyzed voxel-wise using a distance-based variation partitioning method. Results revealed that both HMAX and BoW explain a significant amount of brain activity in early visual regions V1, V2 and V3. However BoW exhibits more consistency across subjects in accounting for brain activity compared to HMAX. Furthermore, visual dictionary representations by HMAX and BoW explain significantly some brain activity in higher areas which are believed to process intermediate features. Overall our results indicate that, although both HMAX and BoW account for activity in the human visual system, the BoW seems to more faithfully represent neural responses in low and intermediate level visual areas of the brain
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