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Managing such a massive dataset is difficult even with the
games that come in stand-alone CDs, because assuming the
latest hardware in the user-end means narrowing the market
down. It is self-evident that publishing it on a thin wire
network, like the Internet, requires a lot more consideration.
This is one reason why researchers put effort in trying to find
out functional methods to reduce the amount of data to be
transmitted.
In this paper, we will look closely into one approach in making
the transfer of visual data more feasible for a thin wire network.
This approach is called "foveation"; it has been successfully
utilized as a compression method for 2D images meantime it
has a claim that it is a more “natural” way for humans to sec
things. Similar approaches, exploring or including the same
idea, have been called “perceptually-driven” or “gaze-
contingent” by different researchers.
2. HUMAN VISUAL SYSTEM AND COMPUTER
GENERATED VISUALIZATION
“In order to modulate the LOD of an object based upon its
perceptual content, one must first possess an appreciation for
the way in which the human visual system is designed and how
it is believed to function.” (Reddy 1997)
The term “foveation” comes from the word “fovea”, which is
the name for a region inside the human eye. The description of
the phenomenon was given in many sources, in two recent
notes, it is as follows:
“The human visual system implements an elegant comprise
between the competing goals of maximizing field of view,
maximizing spatial resolution, and minimizing neural resources:
It encodes a large field of view using a retina with variable
spatial resolution, and then when necessary, uses high-speed
eye movements to direct the highest-resolution region of the
retina (the fovea) at specific points in the visual scene.” (Perry
& Geisler, 2002)
“Resolution is much greater at the fovea in the center of vision
than in the periphery. The foveal area subtends about two
degrees of visual angle, i.e. a disc about two cm in diameter
held at arms length. If we move ten degrees off to the side, the
amount of fine detail that can be perceived declines by a factor
of ten. It is also the case that color vision mostly takes place in
the fovea. However, the periphery of vision is very important to
our sense of orientation and to our sense of self motion." (Ware,
2003)
As can be seen in the Figure 1, in the next column the visual
acuity distribution is symmetrical towards the temple and
towards the nose.
Figure 2 illustrates the foveation over an example image.
Figure 2: Exaggerated visual illustration of foveal vision. Here
is a 6-fold (6 levels of detail) foveation from the point of gaze,
or in other words, 6 levels of details. Keep in mind that this is a
very rough representation, compared to the 35-fold that the
human eye can achieve.
International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XXXV. Part BS. Istanbul 2004
Blindspot
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Relative Visual Acuity
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Degrees from Fovea
Figure 1: The human visual acuity distribution.
Normally it is stated that human eyes have roughly about a 35-
fold difference (35 levels of detail) between the fovea and the
periphery (Nakayama, 1990). The following figure shows an
incremental use of blur function to reconstruct the scene
employing foveation (Figure 2).