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Visual Processing: A Comprehensive Overview

Explore the complex world of human visual processing, from the basics of vision to advanced field analysis techniques. Understand visual acuity, resolution problems, and the importance of anti-aliasing in visual perception. Dive into the nuances of visual search, pre-attentive processing, and mapping data effectively. Discover the significance of symbols, glyphs, and highlighting methods in visual representation.

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Visual Processing: A Comprehensive Overview

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  1. Basic Vision+ The process and what stands out CH1 – CH2 + supplimentary Ware:Vislab:CCOM

  2. Scalar Field 1D 2D 3D Vector Field 1D 2D 3D Time Varying All of the above Discrete 1D K-dimensional Nominal Overlapping sets of data with multiple nominal attributes Graph G = {V,E} Tree Directed acyclic Weighted graph Hyper graph Data Classes Ware:Vislab:CCOM

  3. Human Visual Field

  4. Visual Angle

  5. 1 diopter: a lens that focuses at 1 meter. d = 1/f 45d Cornea ~15d Lens

  6. Acuities Vernier super acuity (10 sec) Grating acuity Two Point acuity (0.5 min) What is the ideal resolution

  7. CAVE iPhone • Resolution problems • Light scattering problems 960x640 5 cm 1280x1280

  8. CAVE iPhone • Resolution problems • Light scattering problems 960x640 5 cm 128 pixels/degree 1280x1280 14 pixels/deg 16,000 pixels/ deg2 196 pixels/ deg2

  9. Immersion VR • HMD + head tracking • Data glove

  10. Human Spatial Acuity

  11. Cutoff at 50 cycles/deg. • Receptors: 20 sec of arc • Pooled over larger and larger areas • 100 million receptors • 1 million fibers to brain • A screen may have 30 pixels/cm – need about 4 times as much. • VR displays have 5 pixels/cm

  12. Aliasing and Anti aliasing

  13. Temporal Aliasing • Human Flicker fusion 50 Hz • Temporal aliasing occurs with moving targets • Must compute motion blur to fix the problem

  14. Acuity Distribution

  15. Brain Pixels

  16. Ware:Vislab:CCOM

  17. Ware:Vislab:CCOM

  18. Visual search

  19. The Process of Visual Thinking Ware:Vislab:CCOM

  20. Spotfire product

  21. What we can easily find :CH2 • Visual search depends on • Salience (low level properties) • Tuning of low level properties • Search skills (knowledge) Ware:Vislab:CCOM

  22. V1 processing Ware:Vislab:CCOM

  23. Pre-Attentive Processing

  24. Color is Pre-Attentive (Pops out)

  25. Generic Pre-Attentive Experiment • Number of irrelevant items varies • Pre-attentive 10 msec per item or better.

  26. Color

  27. Orientation

  28. Motion

  29. Size

  30. Simple shading

  31. Conjunction (does not pop out)

  32. Semantic Depth of Field

  33. Ware:Vislab:CCOM

  34. Relevance • Symbol design (nominal coding) • Highlighting, - search guidance. • Glyph design (quantititive symbols) Ware:Vislab:CCOM

  35. Position (2) Orientation (1) Size (spatial frequency) Motion (2)++ Blinking? Color (3) Note we have the problem of heterogeneity – There is no good solution Mapping data to display variablesData glyphs Star glyph Method

  36. Starplot glyph

  37. How many dimensions? Ware:Vislab:CCOM

  38. Ware:Vislab:CCOM

  39. Symbols Ware:Vislab:CCOM

  40. A symbol set designed for rapid search Ware:Vislab:CCOM

  41. Asymmetries in search Highlighting methods Ware:Vislab:CCOM

  42. Motion Highlighting Ware:Vislab:CCOM

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