Theories Of Vision Flashcards

1
Q

what are the three theories of vision

A

marr - computational theory
gibson - ecological theory
Bayesian Inference

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2
Q

define Marr’s computational theory

A

visual system works by info processing
3 tiered system
1. theory - define input and output, and establish constraints
2. algorithm - use a specified logical/mathematical algorithm to yield an output from input
3. implementation - nerve cells carry out algorithm

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3
Q

give an example for 1. computational theory

A
binocular stereopsis (3d vision)
input = image from eyes, output = depth due to view as midpoint from both eyes 
contraint - images correspond to only one scene point
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4
Q

give an example for 2. algorithm

A

stereoalgorithms - light/dark boundaries, course/fine detail as input to compute depth
ie. very blurred likely to be CLOSE

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5
Q

give an example for 3. implementation

A

‘disparity sensitive neurons’ - used in stereopsis to implement depth

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6
Q

what is marrs heirachy of representations

A

image - primal sketch - 2 1/2 D sketch - 3D model - action

primal sketch and 2 1/2 D sketch seperates imageinto its seperate components ie geometry, reflectance, illumination and viewpoint

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7
Q

define raw primal sketch

A

first in hierachy of representations
detects changes in intensity, geometric structures and illuminations
ie. gausian blurring

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8
Q

what does the raw primal sketch map

A

important primatives within an image
ie blobs - small areas bounded by changes in intensity
edge segments - sudden changes in intensity
bars - two parallel edge segments
termination - sudden discontinuity

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9
Q

define blobs (RPS)

A

small areas bounded by changes in intensity

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10
Q

define edge segments (RPS)

A

sudden changes in intensity

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11
Q

define bars (RPS)

A

two parallel edge segments

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12
Q

define termination (RPS)

A

sudden discontinuity

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13
Q

define full primal sketch

A

after raw primal sketch, primatives are grouped and sumarised to construct a larger and more abstract geometic illusion
produces a hierachy of primatives ie hairs > stripes > texture
presents location, shape, texture and details

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14
Q

define 2 1/2 D sketch

A

occurs during full primal
imput of info about slants and distance - look at depth relation, distance between obecs and observer to work out how far an object extends

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15
Q

what does 2 1/2 d sketch use to determine depth

A

motion cues
texture cues
disparity between two eyes

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16
Q

how do we determine orientation in 2 1/2 D sketch

A

primitives contain vectors

description viewer centred not object centred as contains no external info about the object

17
Q

define 3d model

A

simple primatives are hierachied to produce a more abstract image ie shapes
object centred and doesnt matter about perception/movement

18
Q

define gibson’s ecological approach

A

emphasise importnce of natural scenes and perceptual guidance of movement
visual info controls action
form judgement via direct percepion without representations/computations
ns resonates scene and picks up info
image and heuristics cause action

19
Q

what kind of heuristics are used in the ecological approach

A
finding where youre headed
avoiding obstacles
passing through a gap
judging contact time
catching a ball
20
Q

what provides directional cues in ecological approach

A

optic flow
movement of the world around in specific directions ie image in centre gets bigger and close moves faster - moving towards

21
Q

what invariants are used to depict depth

A
texture gradient
horizon ratio relation
flow and ambient optical array
motion parallax
occlusion
22
Q

define texture gradient

A

the density of elements increases with distance - becomes more compact the further away they are

23
Q

define horizon ratio relation

A

distance - distance of person from below horizon to the horizon (bottom up)
height - distance of person from above horizon to the horizon (top down)

24
Q

define flow and ambient optical array

A

ambient optical array - light reflect off surface of objects and converge at observer, this changes as the observer moves
the movement of the observer determines flow of ambient optical array - outflow and inflow and change in pole direction

25
Q

define outflow of ambient optical array

A

signifies approach
centre coming closer
peripheral objects move outwards

26
Q

define inflow of ambient optical array

A

signifies retreat
centre becoming smaller and further away
peripheral objects move inwards, more detail becomes more compact (texture)

27
Q

define change in pole direction

A

centre becomes shifted as observer changes directin

28
Q

define motion parallax

A

acts as a depth cue

objects closer to us move slower than those further away

29
Q

define occlusion

A

percieve depth by obects in front of one another

perceive objects continuing behind another despite occlusion

30
Q

describe lee and reddish 1981 ganets and visual triggers

A

use ecological theory t odetermine action time
see fish in water and estimates time of contact
time = initial retinal size / rate of expansion
uses to determine wing closure for maximum impact

31
Q

compare marr and gibson

A

marr use ventral “what” stream - necessary for fine detail and pre existing knowledge

gibson use dorsal “where” stream - necessary for action, and rapid decisions - not require memory

both may be correct as explain different phenomena

32
Q

define bayesian inference

A

emphasises the importance of prior knowledge when faced with poor sensory info
converges what our senses tell us about the world ie what we observe but cannot recognise, and what our knowledge tells us about the world ie previous experience about what things look like
this can determine what we see ie see cow in blurred image
compare prior knowledge and the image to give the likelihood of different interpretations