Lecture 6 : Eye Movement and Depth Perception

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89 Terms

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Why talk about eye movements in a course on perception?

Because it shows that perception is active! Not passive

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Eye movements:

  • six muscles are attached to each eye and are arranged in three pairs:

    • Inferior/superior/lateral/medial rectus

    • Inferior/superior oblique

<ul><li><p>six muscles are attached to each eye and are arranged in three pairs:</p><ul><li><p>Inferior/superior/lateral/medial rectus</p></li><li><p>Inferior/superior oblique</p></li></ul></li></ul><p></p>
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Eye muscles are controlled

  • by 3 cranial nerves

  • Cranial nerves start in the brainstem and are controlled by several other nuclei for horizontal and vertical eye movements

<ul><li><p>by 3 cranial nerves</p></li><li><p>Cranial nerves start in the brainstem and are controlled by several other nuclei for horizontal and vertical eye movements</p></li></ul><p></p>
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Superior colliculus:

  • Structure in midbrain that plays important role in initiating and guiding eye movements

  • Target for retina

  • Cerebral cortex: Frontal & parietal (etc.) eye fields

  • Vision input → superior colliciulus → controls eye movements

<ul><li><p>Structure in midbrain that plays important role in initiating and guiding eye movements</p></li><li><p>Target for retina</p></li><li><p>Cerebral cortex: Frontal &amp; parietal (etc.) eye fields</p></li><li><p>Vision input → superior colliciulus → controls eye movements</p></li></ul><p></p>
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Six types of eye movements

  • Smooth pursuit

  • Saccade

  • Vergence eye movement

  • Fixational eye movements, microsaccades

  • 2 more to keep the retinal image stable during (self-)motion

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Smooth pursuit:

  • Eyes move smoothly to follow moving object

  • Ex . Eyes following a moving fly

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Saccade:

  • Rapid movement of eyes that change fixation from one object or location to another

  • Ex When reading, your eyes don't smoothly track each letter. Instead, they make a series of quick jumps called saccades, pausing briefly on each word or phrase to allow for processing

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Vergence eye movements:

  • Type of eye movement in which two eyes move in opposite directions

  • Ex. Making a silly face.

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Function of smooth pursuit eye movements:

  • keep object of interest stable and on the fovea

  • Moving an object in front of a person and ask them to follow with eyes

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Function of saccadic eye movements:

  • move (rotate) fovea to object of interest, move as quickly as possible to reduce travel time during which vision is blurred (because photoreceptors are slow). → like when reading you want high resolution

  • Yarbus (1967): scanpaths reveal intentions and interests.

  • 3-4 saccades/sec

  • Thinner lines → when eye was moving quickly when analyzing face of the girl

<ul><li><p>move (rotate) fovea to object of interest, move as quickly as possible to reduce travel time during which vision is blurred (because photoreceptors are slow). → like when reading you want high resolution</p></li><li><p>Yarbus (1967): scanpaths reveal intentions and interests.</p></li><li><p>3-4 saccades/sec</p></li><li><p>Thinner lines → when eye was moving quickly when analyzing face of the girl</p></li></ul><p></p>
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Function of vergence movements:

  • looking at objects in depth so that retinal images are overlapping

  • Converging/ diverging movements

  • Stereovision

  • Done deliberately

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Converging

  • Focus on Tree (Near Object)

  • The eyes are rotated inward, so they are converging.

  • This brings the nearby tree into focus.

  • Visual Perception:

    • The tree is clear and sharp.

    • The mountain is now blurry due to being outside the focal plane.

  • Neural Representation:

    • The tree is now centered on the fovea in both eyes.

<ul><li><p><strong>Focus on Tree (Near Object)</strong></p></li><li><p>The eyes are rotated&nbsp;<strong>inward</strong>, so they are&nbsp;<strong>converging</strong>.</p></li><li><p>This brings the nearby tree into focus.</p></li><li><p><strong>Visual Perception:</strong></p><ul><li><p>The tree is clear and sharp.</p></li><li><p>The mountain is now blurry due to being outside the focal plane.</p></li></ul></li><li><p><strong>Neural Representation:</strong></p><ul><li><p>The tree is now centered on the fovea in both eyes.</p></li></ul></li></ul><p></p>
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Diverging

  • Focus on Mountain (Far Object)

  • The eyes are oriented outward, so they are diverging.

  • This allows both eyes to point toward the distant mountain.

  • Visual Perception:

    • The mountain appears sharp and in focus.

    • The trees (which are closer) appear blurry, because they are not on the focal plane.

  • Neural Representation:

    • The mountain's image falls on the fovea (the center of vision) in each eye.

    • The tree falls on a non-foveal part, leading to a blurrier image.

<ul><li><p><strong>Focus on Mountain (Far Object)</strong></p></li><li><p>The eyes are oriented outward, so they are&nbsp;<strong>diverging</strong>.</p></li><li><p>This allows both eyes to point toward the distant mountain.</p></li><li><p><strong>Visual Perception:</strong></p><ul><li><p>The mountain appears sharp and in focus.</p></li><li><p>The trees (which are closer) appear&nbsp;<strong>blurry</strong>, because they are not on the focal plane.</p></li></ul></li><li><p><strong>Neural Representation:</strong></p><ul><li><p>The mountain's image falls on the fovea (the center of vision) in each eye.</p></li><li><p>The tree falls on a non-foveal part, leading to a blurrier image.</p></li></ul></li></ul><p></p>
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Why do we get seasick

  • On a boat, especially when below deck:

    • Your body senses the motion of waves (vestibular system).

    • Your eyes don’t see the movement, especially if you're not looking outside.

    • Disagreement between vestibular system and vision

  • This makes seasickness common in passengers who aren’t watching the horizon.

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Why don’t we get seasick from eye movements

Spatial constancy

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Spatial constancy:

  • the ability to perceive the world as stable and continuous despite eye movements.

  • Enables us to discriminate motion across the retina that is due to eye movements vs. object movements

  • Enables us to tell where things are

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How do we perceive the world as stable?

Compensation theory:

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Compensation theory:

  • Perceptual system receives information about the eye movement and discounts changes in retinal image that result from it

  • Motor system sends motor command to eye muscles

  • A copy of that command (“efference copy ”or ”corollary discharge”) goes to an area of visual system that has been dubbed “comparator”

  • Comparator compensates for image changes caused by the eye movement, inhibiting any attempts by other parts of the visual system to interpret changes as object motion

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Corollary Discharge Pathway for Eye Movements

  • Frontal Eye Field (FEF) sends a motor signal to the eye muscles to initiate movement.

  • At the same time, it sends a corollary discharge signal (also called an efference copy) to a comparator in the brain.

  • The comparator receives:

    • The corollary discharge signal (predicting the eye movement).

    • The image movement signal from the visual cortex (actual sensory input).

  • This allows the brain to distinguish between:

    • Motion caused by the world (external changes).

    • Motion caused by your own eye movement (internal changes).

  • Helps you ignore the blur that results from moving your own eyes

<ul><li><p><strong>Frontal Eye Field (FEF)</strong>&nbsp;sends a&nbsp;<strong>motor signal</strong>&nbsp;to the&nbsp;<strong>eye muscles</strong>&nbsp;to initiate movement.</p></li><li><p>At the same time, it sends a&nbsp;<strong>corollary discharge signal</strong>&nbsp;(also called an&nbsp;<strong>efference copy</strong>) to a&nbsp;<strong>comparator</strong>&nbsp;in the brain.</p></li><li><p>The&nbsp;<strong>comparator</strong>&nbsp;receives:</p><ul><li><p>The&nbsp;<strong>corollary discharge signal</strong>&nbsp;(predicting the eye movement).</p></li><li><p>The&nbsp;<strong>image movement signal</strong>&nbsp;from the&nbsp;<strong>visual cortex</strong>&nbsp;(actual sensory input).</p></li></ul></li><li><p>This allows the brain to distinguish between:</p><ul><li><p><strong>Motion caused by the world</strong>&nbsp;(external changes).</p></li><li><p><strong>Motion caused by your own eye movement</strong>&nbsp;(internal changes).</p></li></ul></li><li><p>Helps you&nbsp;<strong>ignore the blur</strong>&nbsp;that results from moving your own eyes</p></li></ul><p></p>
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But: compensation wouldn’t be precise enough.

  • Bayesian inference (e.g., Niemeier et al., 2003)

  • The brain achieves spatial constancy because it assumes a priori that the world is moving very little

  • Small movements in the world that coincide with saccades are ignored

<ul><li><p>Bayesian inference (e.g., Niemeier et al., 2003)</p></li><li><p>The brain achieves spatial constancy because it assumes a priori that the world is moving very little</p></li><li><p>Small movements in the world that coincide with saccades are ignored</p></li></ul><p></p>
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How do we perceive the world as continuous? Why don’t we notice retinal smear during saccades?

Saccadic suppression

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Saccadic suppression (of vision, including motion):

  • Reduction of visual sensitivity that occurs when one makes a saccadic eye movement; eliminates smear during an eye movement

  • 0 is when eye starts moving, negative number is before eye movement, positive number is milliseconds after

  • Sensitivity went to the negative number when eye movements were occurring because they perceived motion in the opposite direction

    • Sensitivity to motion is really bad during eye movement. We want that because we don’t want to perceive that blur

  • I.e., there are times of “grey-out”

<ul><li><p>Reduction of visual sensitivity that occurs when one makes a saccadic eye movement; eliminates smear during an eye movement</p></li><li><p>0 is when eye starts moving, negative number is before eye movement, positive number is milliseconds after</p></li><li><p>Sensitivity went to the negative number when eye movements were occurring because they perceived motion in the opposite direction</p><ul><li><p>Sensitivity to motion is really bad during eye movement. We want that because we don’t want to perceive that blur</p></li></ul></li><li><p>I.e., there are times of “grey-out”</p></li></ul><p></p>
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How do we perceive the world as continuous? Why don’t we short periods of blindness (“grey-out”) when we make a saccade?

Distorted time perception around the time of saccades

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Euclidian geometry:

  • Parallel lines remain parallel as they are extended in space

  • Objects maintain the same size and shape as they move around in space

<ul><li><p>Parallel lines remain parallel as they are extended in space</p></li><li><p>Objects maintain the same size and shape as they move around in space</p></li></ul><p></p>
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Which sense is governed by Euclidian geometry?

Touch because size doesn’t change

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Problem for vision:

  • recover 3D info from 2D projections

  • Most depth cues can be derived from geometrical consequences of the projection

<ul><li><p>recover 3D info from 2D projections</p></li><li><p>Most depth cues can be derived from geometrical consequences of the projection</p></li></ul><p></p>
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The two retinal images of a three-dimensional world are not the same!

Parallax

<p><span>Parallax</span></p>
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Binocular disparity:

  • The differences between the two retinal images of the same scene.

  • It is the basis of stereopsis; a vivid perception of the three- dimensionality of the world that is not available with monocular vision.

    • With both eyes (binocular vision), your brain fuses the two images and gives you a strong sense of depth and 3D structure—you can feel like objects are "popping out" or receding into space.

    • With one eye (monocular vision), you can still see some depth (using cues like size or perspective), but it’s not as vividor accurate.

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Our retinas are 2D projection surfaces.

The brain creates a 3D image from the projections.

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Monocular depth cues vs. Binocular depth cues:

One eye sufficient vs. two eyes necessary

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Binocular depth cues (from overlapping visual fields) provide:

  • Convergence

  • Stereopsis

  • Ability of two eyes to see more of an object than one eye

<ul><li><p>Convergence</p></li><li><p>Stereopsis</p></li><li><p>Ability of two eyes to see more of an object than one eye</p></li></ul><p></p>
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What is convergence in binocular depth perception?

  • Convergence is the inward turning of the eyes when focusing on a nearby object.

  • The brain uses the angle of convergence to estimate distance.

  • Greater convergence = closer object.

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What is stereopsis and how does it arise?

  • is the vivid perception of three-dimensional depth that arises from binocular disparity—the slight differences between the retinal images in each eye.

  • It is not available with monocular vision.

  • It's a key result of comparing images from both eyes

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How does having two eyes improve object perception?

  • Two eyes can see more of an object than one eye because of their slightly different viewing angles.

  • This provides more complete visual information.

  • It also helps in detecting the shape, edges, and depth of objects better.

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Occlusion:

  • A cue to relative depth order when, for example, one object obstructs the view of part of another object

  • Two types

    • Nonmetrical depth cue

    • Metrical depth cue

<ul><li><p>A cue to relative depth order when, for example, one object obstructs the view of part of another object</p></li><li><p>Two types</p><ul><li><p>Nonmetrical depth cue</p></li><li><p>Metrical depth cue</p></li></ul></li></ul><p></p>
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Nonmetrical depth cue:

provides information about depth order but not magnitude.

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Metrical depth cues:

Provide quantitative information about distance

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Monocular depth cue

  • Occlusion

  • Relative size

  • Position cue

  • Familiar size

  • Aerial perspective

  • Linear perspective

  • Motion cues

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Relative Size:

  • A comparison of size between items without knowing the absolute size of either one

  • Monocular depth cue where we judge the distance of objects based on their apparent size relative to each other, even without knowing their actual size.

  • If two objects are known or assumed to be similar in size, the one that appears smaller is perceived as being farther away.

  • No need to know the real size—just compare them to each other.

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Texture Gradient:

A monocular depth cue based on the geometric fact that items of the same size form smaller images when they are farther away

<p><span>A monocular depth cue based on the geometric fact that items of the same size form smaller images when they are farther away</span></p>
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Relative Height:

  • Monocular depth cue

  • Objects at different distances from the viewer on the ground plane will form images at different heights in the retinal image

<ul><li><p>Monocular depth cue</p></li><li><p>Objects at different distances from the viewer on the ground plane will form images at different heights in the retinal image</p></li></ul><p></p>
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Euclid’s remoteness theorem

  • Euclid’s Remoteness Theorem states that more distant points on a surface below the eye (like a floor or ground plane) will appear higher in the visual image.

    • For example, segment BC (farther away) appears higher in the image than segment AB (closer), even though both lie on the same ground plane.

    • This principle helps the brain interpret depth and distance in flat 2D images using projection geometry.

  • Natural scene statistics

    • The visual system uses natural scene statistics—regularities found in the natural world—to interpret ambiguous visual input.

    • These expectations (like the ground being below us and receding into the distance) help guide depth perceptionand shape our assumptions about 3D space.

<ul><li><p>Euclid’s Remoteness Theorem states that&nbsp;<strong>more distant points</strong>&nbsp;on a surface&nbsp;<strong>below the eye</strong>&nbsp;(like a floor or ground plane) will appear&nbsp;<strong>higher in the visual image</strong>.</p><ul><li><p>For example, segment&nbsp;<strong>BC</strong>&nbsp;(farther away) appears&nbsp;<strong>higher</strong>&nbsp;in the image than segment&nbsp;<strong>AB</strong>&nbsp;(closer), even though both lie on the same ground plane.</p></li><li><p>This principle helps the brain interpret&nbsp;<strong>depth and distance</strong>&nbsp;in flat 2D images using&nbsp;<strong>projection geometry</strong>.</p></li></ul></li><li><p>Natural scene statistics</p><ul><li><p>The visual system uses&nbsp;<strong>natural scene statistics</strong>—regularities found in the natural world—to&nbsp;<strong>interpret ambiguous visual input</strong>.</p></li><li><p>These expectations (like the ground being below us and receding into the distance) help guide&nbsp;<strong>depth perception</strong>and shape our assumptions about 3D space.</p></li></ul></li></ul><p></p>
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Scenes upside down look

Less deep

<p><span>Less deep</span></p>
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Familiar size:

  • depth cue based on knowledge of the typical size of objects

  • Absolute metrical depth cue vs. relative depth cues

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What is the difference between absolute (metrical) and relative depth cues?

  • Absolute (Metrical) Depth Cues provide quantitative information about how far an object is (e.g., "2 meters away").

    • Example: Familiar sizemotion parallaxconvergence angle

  • Relative Depth Cues provide information about which objects are closer or farther, but not exact distances.

    • Example: Occlusionrelative sizelinear perspective

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Aerial perspective:

  • A depth cue that is based on the implicit understanding that light is scattered by the atmosphere

  • Reduction in contrast, saturation, hue ➔ cooler colours, blue

  • Example: Haze

<ul><li><p>A depth cue that is based on the implicit understanding that light is scattered by the atmosphere</p></li><li><p>Reduction in contrast, saturation, hue ➔ cooler colours, blue</p></li><li><p>Example: Haze</p></li></ul><p></p>
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Linear perspective:

A depth cue based on the fact that lines that are parallel in the three-dimensional world will appear to converge in a two-dimensional image

<p><span>A depth cue based on the fact that lines that are parallel in the three-dimensional world will appear to converge in a two-dimensional image</span></p>
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Vanishing point:

The apparent point at which parallel lines receding in depth converge

<p><span>The apparent point at which parallel lines receding in depth converge</span></p>
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3-point perspective:

discovered after the invention of photo cameras.

<p><span>discovered after the invention of photo cameras.</span></p>
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Foreshortening

Refers to the visual effect that an object or distance appears shorter than it actually is because it is slanted toward (away from) the projection screen/retina/picture plane.

<p><span>Refers to the visual effect that an object or distance appears shorter than it actually is because it is slanted toward (away from) the projection screen/retina/picture plane.</span></p>
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Raphael’s tricks

  • Linear Perspective (Yellow Oval)

    • The architecture uses linear perspective: all parallel lines converge toward a single vanishing point at the center of the image, behind Plato and Aristotle.

    • This draws your eye into the depth of the scene, enhancing 3D structure.

  • Relative Size (Red Arrow)

    • The philosopher under the red arrow appears smaller because he’s farther away.

    • Raphael uses relative size as a depth cue: people in the background are painted smaller to appear more distant.

  • Occlusion & Texture Gradient (Cyan Circles)

    • The figures in the foreground partially block those behind them (occlusion), indicating which people are closer.

    • You can also see a texture gradient: floor tiles and details become smaller and more compressed with distance.

<ul><li><p><strong>Linear Perspective (Yellow Oval)</strong></p><ul><li><p>The architecture uses&nbsp;<strong>linear perspective</strong>: all parallel lines converge toward a&nbsp;<strong>single vanishing point</strong>&nbsp;at the center of the image, behind Plato and Aristotle.</p></li><li><p>This draws your eye into the&nbsp;<strong>depth of the scene</strong>, enhancing 3D structure.</p></li></ul></li><li><p><strong>Relative Size (Red Arrow)</strong></p><ul><li><p>The philosopher under the red arrow appears&nbsp;<strong>smaller</strong>&nbsp;because he’s farther away.</p></li><li><p>Raphael uses&nbsp;<strong>relative size</strong>&nbsp;as a depth cue: people in the background are painted smaller to appear more distant.</p></li></ul></li><li><p><strong>Occlusion &amp; Texture Gradient (Cyan Circles)</strong></p><ul><li><p>The figures in the foreground&nbsp;<strong>partially block</strong>&nbsp;those behind them (occlusion), indicating&nbsp;<strong>which people are closer</strong>.</p></li><li><p>You can also see a&nbsp;<strong>texture gradient</strong>: floor tiles and details become smaller and more compressed with distance.</p></li></ul></li></ul><p></p>
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Pictures are relatively robust to vantage point of the observer. But only to a certain point

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Anamorphosis:

  • a distorted projection or perspective requiring the viewer to use special devices or occupy a specific vantage point to reconstitute the image.

  • Ex. The skull on the floor

<ul><li><p>a distorted projection or perspective requiring the viewer to use special devices or occupy a specific vantage point to reconstitute the image.</p></li><li><p>Ex. The skull on the floor</p></li></ul><p></p>
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Where monocular cues fail

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Ames room

  • Here the depth cues are removed. The girl on the left is much further away, but the perspective cues are manipulated.

  • Only works for a single view point.

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Motion cues: parallax in time

Motion parallax: the fact that objects moving at a constant speed across the retina will appear to move a greater amount/faster if they are closer to an observer

<p><span>Motion parallax: the fact that objects moving at a constant speed across the retina will appear to move a greater amount/faster if they are closer to an observer</span></p>
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The stereokinetic effect (SKE)

is a visual illusion where rotating 2D patterns, like nested circles, create the perception of three-dimensional depth. 

<p><span>is&nbsp;a visual illusion where rotating 2D patterns, like nested circles, create the perception of three-dimensional depth.&nbsp;</span></p>
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Most scenes have multiple cues

  • Texture gradient

  • Relative height

  • Aerial perspective

  • Linear perspective

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Accommodation and vergence

help eyes perceive depth

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Accommodation:

  • Eye changes its focus

  • Monocular

<ul><li><p>Eye changes its focus</p></li><li><p>Monocular</p></li></ul><p></p>
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Convergence:

  • Binocular but not stereo

  • Ability of the two eyes to turn inward; reduces the disparity of a feature to (near) zero

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Divergence:

  • Binocular but not stereo

  • Ability of the two eyes to turn outward; reduces the disparity of the feature to (near) zero

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Triangulation

  • is the process by which the brain determines the distance to an object by comparing the angles from each eye to that object.

  • It relies on binocular vision and the separation between the eyes (called the interocular distance).

  • The brain uses the angle of convergence and the difference in image position (binocular disparity) to calculate depth.

<ul><li><p>is the process by which the brain determines the&nbsp;<strong>distance to an object</strong>&nbsp;by comparing the&nbsp;<strong>angles from each eye</strong>&nbsp;to that object.</p></li><li><p>It relies on&nbsp;<strong>binocular vision</strong>&nbsp;and the separation between the eyes (called the&nbsp;<strong>interocular distance</strong>).</p></li><li><p>The brain uses the&nbsp;<strong>angle of convergence</strong>&nbsp;and the&nbsp;<strong>difference in image position</strong>&nbsp;(binocular disparity) to&nbsp;<strong>calculate depth</strong>.</p></li></ul><p></p>
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Binocular disparity

Differences between the images falling on the two retinas due to parallax

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Stereopsis:

  • “Popping out in depth”

  • Stereopsis is the perception of depth that arises from the brain combining the slightly different images from each eye (known as binocular disparity).

  • It gives a vivid, 3D sense of the world.

  • Stereopsis is only possible with binocular vision (both eyes open and aligned).

  • It's a key result of the brain using triangulation based on disparity between the retinal images.

  • Most humans are able to see this way

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How exactly does this translation from stimulus attribute to perception take place?

  • Images on Bob’s 2 retinas.

  • Bob fixates red crayon: corresponding retinal points: points of retinal images that have the same distance from the fovea. “Zero binocular disparity”.

  • The same happens to be true for the blue crayon.

<ul><li><p>Images on Bob’s 2 retinas.</p></li><li><p>Bob fixates red crayon: corresponding retinal points: points of retinal images that have the same distance from the fovea. “Zero binocular disparity”.</p></li><li><p>The same happens to be true for the blue crayon.</p></li></ul><p></p>
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Horopter:

location of objects in space whose images lie on corresponding points. The surface of zero disparity

<p><span>location of objects in space whose images lie on corresponding points. The surface of zero disparity</span></p>
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Diplopia:

double vision for points outside the horopter (actually: Panum’s fusion area).

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Panum’s fusion area:

region of space in front and behind the horopter within which binocular single vision is possible.

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what does zero disparity mean

  • "Disparity" means difference.

  • There is no difference between where the object you are looking at lands on your left eye and right eye.

  • It hits the same place (the fovea) in both eyes → so: zero disparity.

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Disparity provides info about distance from horopter.

  • Crossed disparity

  • Uncrossed disparity

<ul><li><p>Crossed disparity</p></li><li><p>Uncrossed disparity</p></li></ul><p></p>
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Crossed disparity

  • Image shifts outward on both retinas

  • Object is closer / in front horopter

<ul><li><p>Image shifts outward on both retinas</p></li><li><p>Object is closer / in front horopter</p></li></ul><p></p>
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Uncrossed disparity

  • Image shifts inward on both retinas

  • Object is farther / behind the horopter

<ul><li><p>Image shifts inward on both retinas</p></li><li><p>Object is farther / behind the horopter</p></li></ul><p></p>
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Absolute disparity:

A difference in the actual retinal coordinates in the left & right eyes of the image of a feature in the visual scene

<p><span>A difference in the actual retinal coordinates in the left &amp; right eyes of the image of a feature in the visual scene</span></p>
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Relative disparity:

The difference in absolute disparities of two elements in the visual scene

<p><span>The difference in absolute disparities of two elements in the visual scene</span></p>
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What is the difference between absolute disparity and relative disparity in binocular vision?

  • Absolute disparity: Difference in retinal position between an object and the fixation point; indicates how far an object is from where you're looking.

  • Relative disparity: Difference between the absolute disparities of two objects; indicates depth between objects, regardless of fixation.

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Free fusion:

The technique of converging (crossing) or diverging the eyes in order to view a stereogram without a stereoscope

<p><span>The technique of converging (crossing) or diverging the eyes in order to view a stereogram without a stereoscope</span></p>
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Some people do not experience stereoscopic depth perception because they have stereoblindness

  • An inability to make use of binocular disparity as a depth cue

  • Can result from a childhood visual disorder, such as strabismus, in which the two eyes are misaligned

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strabismus

  • in which the two eyes are misaligned

  • Person needs to wear an eyepatch because brain may get sick of double vision and shut the vision off in one of the eyes

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Julesz:

  • random dot stereograms can only be seen with binocular cues; they contain no monocular depth cue

  • Evidence that disparity is sufficient for stereopsis. No need for cues from object perception

<ul><li><p>random dot stereograms can only be seen with binocular cues; they contain no monocular depth cue</p></li><li><p>Evidence that disparity is sufficient for stereopsis. No need for cues from object perception</p></li></ul><p></p>
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Correspondence problem:

  • Figuring out which bit of the image in the left eye should be matched with which bit in the right eye

  • Correspondence between two apples that actually are the same apple (easy).

  • Correspondence between pixels that are the same (hard!!!).

<ul><li><p>Figuring out which bit of the image in the left eye should be matched with which bit in the right eye</p></li><li><p>Correspondence between two apples that actually are the same apple (easy).</p></li><li><p>Correspondence between pixels that are the same (hard!!!).</p></li></ul><p></p>
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A few ways to solve the correspondence problem:

  1. Blurring the image: Focusing on low-spatial frequency information

    • In early stages of matching features between the two eyes, it's easier to match large, simple shapes than detailed textures or noise.

  2. Uniqueness constraint: A feature in the world will be represented exactly once in each retinal image (1 feature in one eye paired 1 feature in the other eye)

    • If a tree branch appears in both your left and right eye views, your brain assumes it's the same branch, not multiple copies.

    • Prevents the brain from mismatching one point in the left eye with multiple possible points in the right eye, which would cause confusion about depth.

  3. Continuity constraint: Except at the edges of objects, neighboring points in the world lie at similar distances from the viewer

    • The brain assumes gradual changes in depth, not sudden jumps, when deciding how to match points across the two eyes.

    • Exception: At the edges of objects, there can be depth discontinuities (e.g., the edge of a table).

    • Helps reduce ambiguity—if point A is matched and point B is nearby, the brain can infer B’s match should be close in disparity, leading to smooth depth perception.

<ol><li><p>Blurring the image: Focusing on low-spatial frequency information</p><ul><li><p>In early stages of matching features between the two eyes, it's easier to match large, simple shapes than detailed textures or noise.</p></li></ul></li><li><p>Uniqueness constraint: A feature in the world will be represented exactly once in each retinal image (1 feature in one eye paired 1 feature in the other eye)</p><ul><li><p>If a tree branch appears in both your left and right eye views, your brain assumes it's the&nbsp;<em>same branch</em>, not multiple copies.</p></li><li><p>Prevents the brain from mismatching one point in the left eye with multiple possible points in the right eye, which would cause confusion about depth.</p></li></ul></li><li><p>Continuity constraint: Except at the edges of objects, neighboring points in the world lie at similar distances from the viewer</p><ul><li><p>The brain assumes gradual changes in depth, not sudden jumps, when deciding how to match points across the two eyes.</p></li><li><p><strong>Exception:</strong>&nbsp;At the&nbsp;<strong>edges of objects</strong>, there can be depth discontinuities (e.g., the edge of a table).</p></li><li><p>Helps reduce ambiguity—if point A is matched and point B is nearby, the brain can infer B’s match should be close in disparity, leading to smooth depth perception.</p></li></ul></li></ol><p></p>
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How is stereopsis implemented in the human brain?

  • Input from two eyes converges onto the same cell (V1 or later) ➔ neurons have RFs for both eyes

  • Many binocular neurons respond best when the retinal images are on corresponding points in the two retinas: Neural basis for the horopter

    • No disparity (aligned points) → "on the horopter" → certain binocular neurons fire best.

  • However, many other binocular neurons respond best when similar images occupy slightly different positions on the retinas of the two eyes (tuned to particular binocular disparity)

<ul><li><p>Input from two eyes converges onto the same cell (V1 or later) ➔ neurons have RFs for both eyes</p></li><li><p>Many binocular neurons respond best when the retinal images are on corresponding points in the two retinas: Neural basis for the horopter</p><ul><li><p><strong>No disparity (aligned points)</strong>&nbsp;→ "on the horopter" → certain binocular neurons fire best.</p></li></ul></li><li><p>However, many other binocular neurons respond best when similar images occupy slightly different positions on the retinas of the two eyes (tuned to particular binocular disparity)</p></li></ul><p></p>
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Binocular Rivalry:

The competition between the two eyes for control of visual perception, which is evident when completely different stimuli are presented to the two eyes

<p><span>The competition between the two eyes for control of visual perception, which is evident when completely different stimuli are presented to the two eyes</span></p>
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Bayesian approach:

  • A statistical model based on Reverend Thomas Bayes’ insight that prior knowledge could influence your estimates of the probability of a current event

  • Optimal inference from cues: perception should choose the solution depending on which one is most likely.

  • Very often perception comes close to what is optimally possible.

  • A is the most likely scenario in diagram

<ul><li><p>A statistical model based on Reverend Thomas Bayes’ insight that prior knowledge could influence your estimates of the probability of a current event</p></li><li><p>Optimal inference from cues: perception should choose the solution depending on which one is most likely.</p></li><li><p>Very often perception comes close to what is optimally possible.</p></li><li><p>A is the most likely scenario in diagram</p></li></ul><p></p>
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How does the visual system decide what you are actually seeing?

  • Which interpretation is most likely? (Basis of the Bayesian approach)

  • Familiar size cue + familiar shape cue: Prior knowledge

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Specific distance tendency

When a simple object is presented in an otherwise dark environment, observers usually judge it to be at a distance of 2-4 m.

<p><span>When a simple object is presented in an otherwise dark environment, observers usually judge it to be at a distance of 2-4 m.</span></p>
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Equidistance tendency.

  • In a dark room, an object is usually judged to be at about the same distance from the observer as neighbouring objects.

  • Starry sky

  • Statistics of natural scenes

<ul><li><p>In a dark room, an object is usually judged to be at about the same distance from the observer as neighbouring objects.</p></li><li><p>Starry sky</p></li><li><p>Statistics of natural scenes</p></li></ul><p></p>
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What happens when our guesses are wrong?

Illusions