what is vision aristotle - vision is knowing what is where by looking
TRANSCRIPT
What is vision
• Aristotle - vision is knowing what is where by looking
• Helmholtz - vision is an act of unconscious inference– Our percepts are inferences about properties of
the world from sensory data
What is vision
• Aristotle - vision is knowing what is where by looking
• Helmholtz - vision is an act of unconscious inference– Our percepts are inferences about properties of
the world from sensory data
• Vision is (neural) computation
What is vision
• Aristotle - vision is knowing what is where by looking
• Helmholtz - vision is an act of unconscious inference– Our percepts are inferences about properties of
the world from sensory data
• Vision is (neural) computation
• Vision controls action
Lecture outline
• Image transduction
• Neural coding in the retina
• Neural coding in visual cortex
• Visual pathways in the brain
The Optic Array: pattern of light intensity arrivingat a point as a function of direction (), time () and wavelength()
I = f(
Goals of eye design• Form high spatial resolution image
– Accurately represent light intensities coming from different directions.
• E.g. minimize blur in a camera
• Maximize sensitivity– Trigger neural responses at very low light levels.– Particle nature of light places fundamental limit
on sensitivity.
Resolution (acuity)
• Optics of eye and physics of light pace fundamental limit on acuity
• Width of blur circle in fovea = 1’
• Blur increases with eccentricity– Optical aberrations– Depth variation in the environment
Some numbers
• Refractive power of cornea – 43 diopters
• Refractive power of lens– 17 (relaxed) - 25 diopters
• Other eyes– Diving ducks - 80 diopter accommodation range– Anableps - four eyes with different focusing power
Sampling in the fovea
• Receptor sampling in fovea matches the width of point spread function (blur circle)– Effective width of blur circle ~ 1 minute of arc– Spacing of receptors ~ .5 minutes of arc
(theoretical requirement for optimal resolution)
Relationship between sampling and blurTwo test images
60 cycle / degree grating 120 cycle / degree grating
Relationship between sampling and blurTwo test images
60 cycle / degree grating 120 cycle / degree grating
Receptor sampling = .5 minutes
Relationship between sampling and blurTwo test images
60 cycle / degree grating 120 cycle / degree grating
Receptor sampling = .5 minutes
Receptor Output
0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5
Example• Computer monitors typically use 8 bits to encode
the intensity of each pixel.– 256 distinct light levels
• Old monitors only provided 4 bits per pixel.– 16 distinct light levels
• Number of light levels encoded = intensity resolution of the system.
• Human visual system can only distinguish ~ 200 - 250 light levels.
Code wide range of light intensities
• Range of light intensities receptors can encode
• Dynamic range of receptors and of ganglion cells limits # of distinguishable light levels.
• Problem
– How does system represent large range of intensities while maintaining high intensity resolution?
10−6 −107candelas/ m2
Some typical intensity values
white paper in sunlight - 104
Video screen - 10−1 −102
white paper in moonlight- 10−2
white paper in starlight- 10−4
candelas / m2
Solution
• Dynamic range of receptors (cones)
– 10 - 1000 photons absorbed per 10 msec.
• Range of intensities in a typical scene
– 10-6 - 10-4 cd / m2 in starlight
– 102 - 104 cd / m2 in sunlight
– 100:1 range of light intensities
• Only need to code 100:1 range of intensities within a scene
• Solution - Adaptation adjusts dynamic range of receptors to match range of intensities in a scene.
# photons hitting receptor
% photonsabsorbed
# photonsabsorbed
Scene 1
Scene 2
10 - 1,000
1,000 - 100,000
100%
10%
10 - 1,000
10 - 1,000
Increase Illumination Adaptation
Starlight Moonlight Indoor lighting Sunlight
10-6 10-4 10-2 10 102 104 106
Window of visibility
Adapt to the dark(e.g. % photons absorbed = .1)
Starlight Moonlight
10-6 10-4 10-2 10 102 104 106
Window of visibility
Adapt to the bright(e.g. % photons absorbed = .000000001)
Indoor lighting Sunlight
Hartline Experiment
• Limulus eye has ommotidia containing one receptor each.
• Each receptor sends a large axon to the brain.
• Output of one receptor was inhibited by light shining on a neighboring receptor (lateral inhibition).
Ganglion cell receptive fields
• Receptive field - region of visual field that cell responds to.
• Center-surround receptive field
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++
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+ ----
- --
On-center, off-surround Off-center, on-surround
Ganglion cells as computational devices
• Write a mathematical function that calculates firing rate of cell from luminance pattern.
• 1st guess – Increase in firing rate = weighted sum of
intensities within receptive field.
• Problem 1 - Adaptation• Problem 2 - dark regions in inhibitory region
actually excite cell
Ganglion cells as computational devices
• Solution– Increase in firing rate = weighted sum of local
contrast values within receptive field.
• Local contrast
C(x,y) = I(x,y) / M - 1
Ganglion cells as computational devices
• Solution– Increase in firing rate = weighted sum of local
contrast values within receptive field.
• Local contrast
C(x,y) = I(x,y) / M - 1
Intensity
Ganglion cells as computational devices
• Solution– Increase in firing rate = weighted sum of local
contrast values within receptive field.
• Local contrast
C(x,y) = I(x,y) / M - 1
Intensity Mean intensity
Ganglion cells as computational devices
• Solution– Increase in firing rate = weighted sum of local
contrast values within receptive field.
• Local contrast
C(x,y) = I(x,y) / M - 1
Local contrast Intensity Mean intensity
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++
+ +++++
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++++
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--- -
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Ganglion Cells Simple Cells
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+ +++++
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+ +++++
Cells in V1
• Simple cells– orientation selective– scale selective (cells have different size receptive
fields)– some are motion selective– some are end-stopped
• Complex cells– same properties as simple cells, BUT ...– insensitive to position of stimulus within RF