Brandye Loftin, Brandon Watts, Joshua Boutte Dr. Osborne COSC April 21, 2008 Human Visual Perception and Computer Graphics: The Human Eye (Brandy Loftin) I went over how the eye works and what parts are important for it to see. Everything in the eye works together to make an image to send to the brain as quickly as it sees something. Just saying that sounds like a paradox though doesn’t it? So the best thing to do is to take a in depth look at how our eyes work and “see” things. The first thing to under stand is that our eyes don’t see images what they see is the reflection of light. Depending on how that light is being reflected by the world around us is how we see things. Just understanding that is a way for new discoveries such as holographs or invisible cars. Okay so maybe that a little extreme. So first things first how does light enter the eye? Light rays enter the eye through the cornea it then heads down through the pupil, past the lens and into the retina. So what does all of that mean? Well when light first enters the eye it has to pass the cornea and the cornea acts like a focus that bends all of the light into the pupil. As light enters the pupil the pupil opens and closes depending on the amount of light that is entering through it. After this light passes through the lens which then makes delicate adjustments, using tiny muscles, in the path of the light rays to bring the light into focus upon the retina. The retina changes the light rays into electrical impulses and sends them through the optic nerve to the brain where an image is perceived. In general only 10% of light actually makes it into the retina, but that doesn’t matter because we don’t need very much to be able to see. So the next question some may wonder is how fast does all of this take place? That is truly a difficult question because of all the different things that take place, but it is said that everything happens in 1/6th of a blink of the eye. Of course the speed of sight really doesn’t have a certain number, because every eye is different and it is hard to really find an estimate of that. The retina is where all of the action is for our eyes. All of the real interesting things happen there. In the retina is where light changes into electrical signals that the brain will understand. The eye though doesn’t tell our brains exactly what we see, but instead all it really shows is “hints, edges in space & time,” says Franks S. Werblin. The last part of the eye that does anything before information is sent along the optical nerve are the ganglion cells (nerve cell). These cells are interesting to say the least they act in thousands of different ways and not in the sense that most people would understand. When a ganglion cell sends a signal it only does so after meeting certain specifications like when it is detecting different things such as moving edge or large uniform areas. Upon receiving all of this information the brain then translates the signals into sight as we know it. All of this takes place in a measly 50 milliseconds. So what does all of this mean in respect to computer graphics? In computer graphics the eye is still being researched and studied so that developers can properly program graphics in respect to the human eye. Even now there are certain things that the eye does that are slightly mystifying. A few examples of this can be seen with a few simple examples. One of the examples in how the human eye perceives certain objects in space and time like depth. Humans have two eyes located on the front of their head that each sends signals to the brain. When the brain receives these signals it puts them all together into an image that we call sight and because of where are eyes are located it gives us a sense of depth. Computer graphics have to take that into account when they are being developed as well as when the hardware is being developed like monitors. The human eye probably sees at around 4:3 aspect ratio. That is why most monitors and screens are made to have a 4:3 aspect ratio. This ratio is actually a mathematical ratio of height to width. The reason that the width is slightly larger to the height is because of the where are eyes are located and because of how we perceive things. Another aspect of the human eyes and how they perceive computer graphics is what they see. For example there are pictures out there that when looked at actually have two different images. Depending on the person they will see one before the other. This makes it so that developers have to be careful of what they do because if the graphics look wrong the viewer could see one thing when the developer wanted them to see another. There are also instances of halo effects when looking at something for to long creating anomalies in our vision. These are all instances of what programmers have to be on the look out for when writing code. Of course none of these things can be notice from code they can only be seen from the finished product. That is why testing for errors is so important when writing code. So what can be said about the human visual system? The most important is probably that it is a complicated and intricate system that requires a lot of research and time to understand. Another thing is that everything about it happens in 1/6 th of a blink of an eye. So everything must be considered on how fast things must be done so that the graphics can be seen like they are suppose to as in real life. One of the last things is that there are certain aspect of how things are seen that have to be considered when developing graphics like the depth perception and anomalies in the human eye. Other than those few things and the thousands not covered it’s simple. The Digital World (Brandon Watts) In the ever more complex world of computer games, developers are constantly looking for new ways to make the playing experience more life-like. One problem that had remained unsolved was how to quickly simulate the gradation of shadows caused by indirect light bouncing off objects. Developers are constantly looking for ways to make computer graphics and games more life-like, in order to have a better visual perception and playing experience. One way that they are taking steps to do this is by correcting the problem which occurs during immediate movement. When simulating prompt movement, creating a life-like shadow of any object or being is difficult. Similar to a bad edited movie, when the words that are being spoken are not connected with the mouth. Dr. Jan Kautz used a ball and a square when he was viewing the error which occurs with the shadow being linked to real-time movement. The differences in two dimensional and three dimensional computers graphic and games are the basis and concepts of which they are created. For instance, when one is trying to create a game with different facial expressions, there are completely different step one would take to create such expressions. Computer vision software can now map a person's face onto a mesh computer model and calculate facial expressions based on facial points such as lip curvature, eyebrow position, and cheek contraction. The software detects happiness, disgust, fear, anger, surprise and sadness with 85 percent accuracy, but researchers don't yet have the technology to detect more subtle emotions. In order to create a number of distinct facial expressions, they would have to draw each individual expression that they would want the program or game to simulate which is very takes up a large amount of time and can lead to error. On the other hand, to create a facial expression on a computer program or game using three dimensions the process may be a little more complex, but easier than using two dimensions. Three dimension images can be created using mesh and bones. By using mesh and bones, only different points on the face are being used to simulate the different facial expressions in which an image can form. Basically, for a person to create an actual expression, instead of a person drawing by hand each expression, they can create a more accurate expression and more expressions to be expressed on a computer program/game which may decrease error with expressions. Another difference when viewing two dimensional and three-dimensional objects is that one can only view a picture from one angle using only two dimensions. Three dimensional comes with camera angles. In 2D you are stuck with the images you see, but in 3D you can rotate and pan the camera freely. That’s a pretty big difference. You can also use different angles to create rear views or even 3D maps (simply move the camera very high and you can see a nice map of the level). Two dimensions are stuck at one point of the image. One cannot see the sides, back, top, or bottom. With a three dimensional view, one is able to view a picture from several different angles. Each side can be accessed by the eyes allowing more than just a basic frontal view. Any area of the object can be exposed in three dimensional viewing. Creating art for 2D games might sound less complex. It is possibly true that two dimensional arts requires fewer artists than three dimensional, but creating three dimensional art assets might actually require less time in a long run. If you have a very detailed two dimensional character, and you need to change the animation there’s no other option than to re-draw the animation. If on the other hand you need to do changes for three dimensional character animation - you don’t have to touch the mesh or the texture or the bones - only to the animation. I would preferably use three dimensional images rather than two dimensional images, but I do like how the two can be separated. In order to use three dimensional imagery, when creating a program one will have to a mesh computer model. A mesh computer model is used to generate or read facial expressions. It is often used when creating football games to capture a player’s motion. Dots are placed on the bones and joints of a particular player to capture their running style, the way they jump, fall, and many more actions. Also computer vision software can now map a person's face onto a mesh computer model and calculate facial expressions based on facial points such as lip curvature, eyebrow position, and cheek contraction. The software was used to unleash another Da Vinci mystery--what the famous Mona Lisa was feeling. Actually, the Mona Lisa's expression is eighty-three-percent happy, nine-percent disgusted, six-percent fearful, and two-percent angry, but researchers don't yet have the technology to detect more subtle emotions. The Interaction of the Eye and Graphics (Joshua Boutte) The human eye is a miracle of the human body. It has mystified numerous scientist for generations and it continues to do even now. In today's society scientist try to understand how the human eye works for a number of different reasons. These include things like helping people correct vision to actually allowing blind people to see for the first time, but it also is studied for such things like computer graphics. Studying the human visual system can help to create and improve upon various computer algorithms. These algorithms generally take the form of models of the human perception. This is especially important because it helps to make graphics better and faster to build. Why waste time creating the perfect object when the human eye can't see the difference. This has to with the limitations of the human eye and are lack of completely understanding all of it's components. As of right now most studies that examine the human visual system only cover on aspect at a time while there is evidence that some characteristics of the human visual system actually work in conjunction with each other. The models of human vision help when considering image quality assessment and image comparison. Even so understanding the human eye and having models that replicate it perfectly while still do no good with the current hardware technology. Luminosity is one of the things that’s currently limited by technology. Displays that are currently available only achieve intensities of about 100cd/m2 which is about 100:1 in respect to both maximum and minimum luminance of the real world. Of course another aspect concerning human perception that is always on the tips of gamers' tongues is frames per second (fps). This in particular is constantly being argued among gamers and many want to put a number on exactly what the human eye is capable of handling. A common misconception is that the human eye can only handle 30 fps. This is a complete falsehood that has been unproven time after time. In fact one study that is always brought up when this subject is talked about is the one that the Air Force conducted. In their study they put pilots in a dark room and flashed a picture, at 1/220th of a second, of a jet. Then they asked the pilots to properly identify what the plane was. The pilots were able to properly identify the jet each time. Another piece of information that proves that the human eye can handle more that 30 fps is movies. Some might say that movies only run at 24 fps, but that is another misconception. In actuality movies are run at 72 fps because each frame is shown three times. If they were really ran at 24 fps there would be a noticeable black screen in between each frame. So what is the reason that the human eye can obviously see more than 30 fps? The reason is that the human eye doesn't operate like a camera or film. It doesn't take a single picture then send it to the brain. The human eye is constantly streaming data to the brain that creates our vision as we know it. This is why hardware is actually less technologically advanced than our own eye. That is one of the reasons that programming for computer graphics is so hard. Programmers have to live inside this digital world while all around them an analog world is taking place. The human eye does all the things we know it can do in 1/6th of a blink of the eye. That is why some algorithms that try to simulate the human eye are still only now being conceived. One example of a new algorithm that was recently developed revolves around the aspect of the human eye that is called motion blur. People take motion blur for granted all the time never thinking of what it would be like if our eyes didn't operate that way. For instance if the human eye didn't incorporate motion blur when someone quickly moves their hand pasted their face all the person would see is their hand jump in an out of existence. The game that is uses this new algorithm is called Cyris. It is probably relevant to mention that this isn't the first attempt to use motion blur in a game it's just a more advanced one. The first attempt to use motion blur is called screen orientated blur. With screen orientated blur every time that the character on the screen moves around quickly the whole screen will blur. This is realistic, but it also isn't because in real life most of the time when a person turns he or she will have focused their vision a certain spot. So when the game Cyris was developed the idea for object orientated blur came to being. With this individual objects as well as the screen can blur. So for example if the character on the screen quickly cocks his shotgun instead of just seeing his hand move it will also blur like in real life. This type of programming must take a great deal of time and complex mathematical equations, but what are some other aspects of the human perception and computer graphics. A certain example was conducted by a study concerning spatial resolution with respect to video game players. In the study participants were asked to focus on a certain object while other things crowded the screen. During the study it was discovered that gamers where able to more easily distinguish the object that participants that have never played a game. So not only does the human eye change how computer graphics are created, but it also can change while watching the graphics in progress. So what is the conclusion to this research? That the eye is still a mysterious piece of human anatomy and still requires a considerable amount of study. This also means that computer graphics still are a long way off from actually resembling real-life. This of course brings up another question such as what would games look like if they completely resembled real life? Would people still want to play them and would it further desensitize individual’s morality making them more susceptible to violence and crime? That is a question for another day though. Works Citied Cadik, Martin, “Human Perception and Computer Graphics,” Czech Technical University, Jan 2004 Chalmers, Alan, Dalton, Colin, “Visual Perception in Computer Graphics Education” University of Bristol, April 2008 <http://virtual.inesc.pt/cge02/pdfs/chalmers.pdf> “Realism Of Computer Games Dramatically Improved With New Modeling Of Light” Science Daily, April 2008 http://www.sciencedaily.com/releases/2008/02/080229130355.htm “Mona Lising Smiling” Science Daily, April 2008 http://www.sciencedaily.com/releases/2008/02/080229130355.htm Hietalahti, Juuso, “Difference Between 2D and 3D Game Art Production” Game Producer.net, July 27th 2007 http://www.sciencedaily.com/releases/2008/02/080229130355.htm Holladay, April, “Wonder Quest” Wonder Quest, April 2008, http://www.wonderquest.com/sight-whale-tern.htm “The Human Eye” Kimball’s Biology Page, April 2008 http://users.rcn.com/jkimball.ma.ultranet/BiologyPages/V/Vision.html