The Human Visual System!

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1 ! The Human Visual System! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 5! stanford.edu/class/ee267/!!

2 nautilus eye, wikipedia!

3 Dawkins, Climbing Mount Improbable,! Norton & Company, 1997!

4 reptile eye,

5 wikipedia! Evolution of the Eye! owl,

6 pigeon,

7 jumping spider, wikipedia!

8 national geographics!

9 Lecture Overview! visual acuity: 20/20 is ~1 arc min! visual acuity varies over retina: can exploit via foveated rendering! field of view: ~190 monocular, ~120 binocular, ~135 vertical! temporal resolution: ~60 Hz (depends on contrast, luminance)! depth cues in 3D displays: disparity, vergence, accommodation, blur,! accommodation range: ~8cm to, degrades with age!

10 Overview! wikipedia! sensors! low-level processing! network! compute! high-level processing!

11 Overview! dorsal stream: spatial awareness! wikipedia! primary visual cortex! ventral stream:! recognition, object identification!

12 Overview! van der Helm!

13 Anatomy of the Human Eye!

14 The Retina! Roorda & Williams, 1999, Nature! 5 arcmin visual angle! photoreceptors: 3 types of cones (color vision), rods (luminance only, night vision)!

15 The Retina!

16 Color Perception!

17 reddit.com! Color Perception - Sensitivity of Cones!

18 Ruch & Fulton, 1960! Visual Field / Field of View! monocular visual field! binocular visual field!

19 Immersive VR How Important is the FOV?!

20 Visual Angle! vision scientists often measure size in visual angle! visual angle object size / object distance in degree! visual angle in!

21 Visual Acuity! Roorda & Williams, 1999, Nature! each photorecepter! ~ 1 arc min (1/60 of a degree) of visual angle! 5 arcmin visual angle!

22 Snellen chart! Visual Acuity! characters are 5 arc min of visual angle, need to resolve 1 arc min to read!

23 Retina VR Display What does it Take?! need per eye:! 150 x 135 with pixels covering 1 arc min of visual angle = 9000 x 8100 pixels (probably 2-3x of that in practice) biggest challenge: bandwidth!! capture or render stereo panoramas or images at that resolution! compress and transmit huge amount of data! drive and operate display pixels!

24 wikipedia! Relative Acuity Over Retina! Eccentricity (i.e., distance to fovea in degrees of visual angle)!

25 Density of Photoreceptors on Retina! 100K! Rods! superior! Patney et al. 2016! Density (per mm2)! 10K! 1K! 100! Cones! Ganglion Cells! nasal! inferior! temporal! 10! 0! 20! 40! 60! 80! Eccentricity (degrees)!

26 Density of Photoreceptors on Retina! 100K! Rods! superior! Patney et al. 2016! Density (per mm2)! 10K! 1K! 100! Cones! Ganglion Cells! nasal! inferior! temporal! superior, but! other directions! are similar! 10! 0! 20! 40! 60! 80! Eccentricity (degrees)!

27 Density of Photoreceptors on Retina! fovea: 1-5! 100K! Rods! superior! Patney et al. 2016! Density (per mm2)! 10K! 1K! 100! Cones! Ganglion Cells! nasal! inferior! temporal! 10! 0! 20! 40! 60! 80! Eccentricity (degrees)!

28 Acuity Over Retina / MAR! acuity falls off due to:! reduced receptor and ganglion cell density! reduced optical nerve bandwidth! reduced processing devoted to periphery in the visual cortex!

29 Acuity Over Retina / MAR! acuity falls off due to:! reduced receptor and ganglion cell density! reduced optical nerve bandwidth! reduced processing devoted to periphery in the visual cortex! Guenter et al. 2012! MAR: minimum angle of resolution in deg/cycle! slope! ω = me + ω 0 eccentricity in degrees! smallest resolvable angle at fovea in deg/cycle!

30 Acuity Over Retina / MAR! acuity falls off due to:! reduced receptor and ganglion cell density! reduced optical nerve bandwidth! reduced processing devoted to periphery in the visual cortex! Guenter et al. 2012! MAR: minimum angle of resolution in deg/cycle! slope! ω = me + ω 0 eccentricity in degrees! ω 0 = ( 1/ 48) m = smallest resolvable angle at fovea in deg/cycle! somewhere between 20/20 (30 cycles per degree) and 20/10 (60 cycles per degree)! range of acceptable equivalent for observed image quality!

31 ! Acuity Over Retina / MAR! MAR! Acuity (=1/MAR)! Guenter et al. 2012! MAR (degrees/cycle)! acuity (cycles/degree)! eccentricity (degrees)! eccentricity (degrees)! MAR! slope! ω = me + ω 0 eccentricity in degrees! smallest resolvable angle at fovea in deg/cycle!

32 Patney et al. 2016!

33 Patney et al. 2016!

34 Foveated Rendering! Guenter et al. 2012: split image into n layers, e.g. inner (foveal, 1), middle (2), outer (3)! render image in each zone with progressively lower resolution! goals: save computation & bandwidth!!

35 Foveated Rendering! Guenter et al. 2012: split image into n layers, e.g. inner (foveal, 1), middle (2), outer (3)! MAR! ω 3 MAR! e i = i n fov 2 e 1 = fov 6 e 2 = fov 3 ω 2 ω 1 layer 1! layer 2! layer 3! e 1! e 2! eccentricity (degrees)!

36 Foveated Rendering! MAR! ω 1 is best the display can do!! ω 1 unit of :! degrees cycle = degrees 2 pixel _ size MAR! ω 3 ω 2 ω 1 layer 1! layer 2! layer 3! e 1! e 2! eccentricity (degrees)!

37 Foveated Rendering! MAR! ω 1 is best the display can do!! ω 1 unit of :! degrees cycle = degrees 2 pixel _ size MAR! screen _ size ω 1 = 2 tan 1 screen _ resolution viewer_distance 360 2π ω 3 ω 2 ω 1 layer 1! layer 2! layer 3! e 1! e 2! eccentricity (degrees)! viewer_distance

38 Foveated Rendering! MAR! ω 1 is best the display can do!! ω 1 unit of :! degrees cycle = degrees 2 pixel _ size MAR! screen _ size ω 1 = 2 tan 1 screen _ resolution viewer_distance 360 2π ω 3 ω 2 ω 1 layer 1! layer 2! layer 3! e 1! e 2! eccentricity (degrees)! screen _ size screen _ resolution is either screen width or height (same units as viewer_distance)! is either number of horizontal pixels or vertical pixels of the screen (same dimension as screen_size)!

39 Foveated Rendering! MAR! MAR! screen _ size ω 1 = 2 tan 1 screen _ resolution viewer_distance 360 2π ω 3 ω 2 = me 2 + ω 0 ω 3 = me 3 + ω 0 ω 2 ω 1 layer 1! layer 2! layer 3! e 1! e 2! eccentricity (degrees)!

40 Foveated Rendering! convert MAR (in degrees/cycle) to pixels! MAR! MAR! ω 3 blur _ radius _in _ px = viewer_distance tan ω 2 2π 360 ω 2 ω 1 layer 1! layer 2! layer 3! e 1! e 2! eccentricity (degrees)!

41 Foveated Rendering Performance Gain! m = m = n is number of layers! speedup is total number of display pixels / number of pixels in all layers combined! conclusion: for large fov & high-res displays, we need to shade much fewer pixels!!

42 Depth Perception!

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49 Depth Perception! wikipedia!

50 Depth Perception! wikipedia! monocular cues! perspective! relative object size! absolute size! occlusion! accommodation! retinal blur! motion parallax! texture gradients! shading!! binocular cues! (con)vergence! disparity / parallax!!

51 Depth Perception! binocular disparity! convergence! motion parallax! accommodation/blur! current glasses-based (stereoscopic) displays! near-term: light field displays! longer-term: holographic displays!

52 Cutting & Vishton, 1995! Depth Perception!

53 Stereoscopic Displays! Charles Wheatstone., Stereoscope.! Walker, Lewis E., Hon. Abraham Lincoln, President of the United States. Library of Congress!

54 Stereoscopic Displays!

55 Stereoscopic Displays! 176 years later! Charles Wheatstone 1838! stereoscopic displays!

56 A Brief History of Virtual Reality! Stereoscopes! Wheatstone, Brewster,! VR, AR,! Ivan Sutherland! VR explosion! Oculus, Sony, Valve, MS,! 1838! 1968! ! Next-generation VR & AR Displays!

57 Focus Cues!

58 far focus! Oculumotor Processes! 16 years: ~8cm to! 50 years: ~50cm to (mostly irrelevant)! near focus! adithyakiran.wordpress.com!

59 Accommodation and Retinal Blur!

60 Accommodation and Retinal Blur!

61 Accommodation and Retinal Blur!

62 Accommodation and Retinal Blur!

63 Accommodation and Retinal Blur!

64 Accommodation and Retinal Blur!

65 Accommodation and Retinal Blur!

66 Focus Cues Degrade With Age - Presbyopia! Nearest focus distance! 0D ( cm)! 4D (25cm)! 8D (12.5cm)! 12D (8cm)! 16D (6cm)! Bifocals! 8! 16! 24! 32! 40! 48! 56! 64! 72! Age (years)! Duane, 1912!

67 Retinal Blur! pupil controls amount of light! accommodation distance!

68 Retinal Blur! pupil controls amount of light! accommodation distance!

69 Retinal Blur! out of focus blur! accommodation distance! circle of confusion!

70 Retinal Blur! out of focus blur! accommodation distance! circle of confusion!

71 Retinal Blur / Depth of Field Rendering! S c = M D S S 1 f S M = S 1 f f = 17mm accommodation distance: S 1! D! circle of confusion: c!

72 Circle of Confusion! c = M D S S 1 S circle of confusion in m! accommodation distance! distance to eye in m!

73 Held et al., 2006, ACM SIGGRAPH! Blur Affects Relative Object Size!!

74 Real World:!! Vergence & Accommodation Match! Top View!

75 Top View! Screen! Stereo Displays Today:!! Vergence-Accommodation Mismatch!!

76 Vergence-Accommodation Conflict! Marty Banks, UC Berkeley! effects! visual discomfort! visual fatigue! nausea! diplopic vision! eyestrain! compromised image quality! pathologies in developing visual system!!

77 Shibata et al, 2011, Journal of Vision! Zone of Comfort!

78 Summary! visual acuity: 20/20 is ~1 arc min! visual acuity varies over retina: can exploit via foveated rendering! field of view: ~190 monocular, ~120 binocular, ~135 vertical! temporal resolution: ~60 Hz (depends on contrast, luminance)! depth cues in 3D displays: disparity, vergence, accommodation, blur,! accommodation range: ~8cm to, degrades with age!

79 !! References and Further Reading! interesting textbooks on perception:! Wandell, Foundations of Vision, Sinauer Associates,1995! Howard, Perceiving in Depth, Oxford University Press, 2012! foveated rendering:! Guenter, Finch, Drucker, Tan, Snyder Foveated 3D Graphics, ACM SIGGRAPH Asia 2012! Patney, Salvi, Kim, Kaplanyan, Wyman, Benty, Luebke, Lefohn Towards Foveated Rendering for Gaze-Tracked Virtual Reality, ACM SIGGRAPH Asia 2016! depth cues and more:! Cutting & Vishton, Perceiving layout and knowing distances: The interaction, relative potency, and contextual use of different information about depth, Epstein and Rogers (Eds.), Perception of space and motion, 1995! Held, Cooper, O Brien, Banks, Using Blur to Affect Perceived Distance and Size, ACM Transactions on Graphics, 2010! Hoffman and Banks, Focus information is used to interpret binocular images. Journal of Vision 10, 2010! Hoffman, Girshick, Akeley, and Banks, Vergence-accommodation conflicts hinder visual performance and cause visual fatigue. Journal of Vision 8, 2008! Huang, Chen, Wetzstein, The Light Field Stereoscope, ACM SIGGRAPH 2015! the retina, visual acuity, visual field! Roorda, Williams, The arrangement of the three cone classes in the living human eye, Nature, Vol 397, 1999! Snellen chart: Ruch and Fulton, Medical physiology and biophysics, 1960! contrast sensitivity function & hybrid images:! Oliva, Torralba, Schyns, Hybrid Images, ACM Transactions on Graphics (SIGGRAPH), 2006! Spatio-temporal CSF: Kelly, Motion and Vision. II. Stabilized spatio-temporal threshold surface, Journal of the Optical Society of America,1979!!

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