Title: Inflating an Artists Sketch
1Inflating an Artists Sketch
- Chapter 2 Hoffman
- Nicole J., Victor W., and Nicole T.
2Visual Processing Faults
- How can the mind interpret objects incorrectly?
-
In this optic illusion line A appears to have
more length than line B.
In this illusion, two parallel lines appear
curved away from one another.
3Everything you perceive visually is actually a
construction of mental processes receiving
sensory input.
- Construction implies similar methods of visual
interpretation rules - Even these rules are fallible sometimes one rule
overrides another, sometimes they compromise, and
often they deal with probabilities - The Fundamental Problem of Vision An image at
the eye has countless possible interpretations
4The fundamental problem of seeing depth
- The image at the eye has two dimensions
therefore it has countless interpretations in
three dimensions - There is a principled ambiguity each time you
need to see depth because of the construction of
your 3D interpretation from the 2D image - However, individuals construct depth according to
rules so the visual system is biased and will
only construct worlds that conform to the visual
rules
Why is it easier to shape a 3D image from the
Necker cube than either of the other cube
viewpoints?
5The fundamental role of visual rules
- You construct visual worlds from ambiguous images
in conformance to visual rules - These rules are implicit
- Rather than violate the rules we will construct
impossible 3D interpretations
6Rule of generic views
- Construct only those worlds for which the image
is a stable view (i.e. generic) - Generic views vs. accidental views
- The probability of an accidental viewpoint is
very low almost nothing
Why does the V vertex make more visual sense
than the chopsticks vertex on the right?
7Rule 1 (generic views)
- Always interpret a straight line in an image as a
straight line in 3D - We see this Kopfermann figure as having straight
lines in 2D therefore as having straight lines in
3D - This figure violates Rule 1 for generic visual
representations - To see this figure as a cube we must rotate our
view so that it is generic
8Rule 2 (generic views)
- If the tips of two lines coincide in an image,
then always interpret them as coinciding in 3D - Example If you alter the view slightly, a
generic view is obtained and the cube is seen...
Rules 12 predict this generic viewpoint
and allow us to construct the cube.
9Rules 3 (generic views)
- Always interpret lines colinear in an image as
colinear in 3D - The attached boxes violate the rule of generic
views but are predicted by rule 4, the rule of
proximity
Even with our current restrictions by visual
rules, this simple drawing can be interpreted in
countless manners
10Rule 4 (rule of proximity)
- Interpret elements nearby in an image as nearby
in 3D - Figure The circles surrounding the Necker cube
inherit their depth from the portion of the cube
nearest to them
11The rule of projection
- Visual process by which three dimensions are
smashed to two - Lead to the discovery of linear and natural
perspectives in art - Supported by visual characteristics - sometimes
vision can reveal depth where it is not present - Example stereovision 3D world is revealed in
this image by crossing your eyes...
12Rule 5 (projection)
- Always interpret a curve that is smooth in an
image as smooth in 3D
13Surface Normals
- Lines which indicate the local orientation of the
surface of a 3D object rendered in 2D - Often used by geometers vision researchers
- foreshortening normals w/ smaller angles have
shorter projected lengths, normal parallel to
your vision appears as a dot - Any line, including a normal line, has its
longest projection when it is perpendicular to
your line of sight - Examples writing implement experiment
14Rules 6 7 (projection)
- Where possible, interpret a curve in an image as
the rim of a surface in 3D - Where possible, interpret a T-junction in an
image as a point where the full rim conceals
itself the cap conceals the stem
15Principle directions and curvatures
- Def. principle directions - Directions in which
the surface curves most and least - These are always perpendicular to each other at
every smooth point on any surface - Def. principle curvatures - Curvatures of the
surface of an object corresponding to its
principle directions - Def. silhouette 3D image projected on 2D the
outline of the image is known as its bound, and a
silhouettes bound is projected by an objects
rim
16Surfaces curve in three ways
- Convex, concave, and saddle
- Convex regions bound the material of objects
- Concave regions bound pockets of air
- Saddle regions provide a transition between
convex and concave regions
17Rules 8 9 (projection)
- Interpret each convex point on a bound as a
convex point on a rim - Interpret each concave point on a bound as a
saddle point on a rim
18Rule 10
- Construct surfaces in 3D that are as smooth as
possible
19Compared with human visual creative abilities,
NASAs IMP is a 6 million bucket of bolts