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[Gzz-commits] manuscripts/Paper paper.tex


From: Janne V. Kujala
Subject: [Gzz-commits] manuscripts/Paper paper.tex
Date: Sat, 08 Mar 2003 10:13:34 -0500

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Janne V. Kujala <address@hidden>        03/03/08 10:13:33

Modified files:
        Paper          : paper.tex 

Log message:
        texture perception notes

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/Paper/paper.tex.diff?tr1=1.16&tr2=1.17&r1=text&r2=text

Patches:
Index: manuscripts/Paper/paper.tex
diff -u manuscripts/Paper/paper.tex:1.16 manuscripts/Paper/paper.tex:1.17
--- manuscripts/Paper/paper.tex:1.16    Sat Mar  8 08:50:47 2003
+++ manuscripts/Paper/paper.tex Sat Mar  8 10:13:33 2003
@@ -247,31 +247,30 @@
 
 \subsection{Texture perception}
 
-Studies on texture perception have mostly concentrated on 
-texture discrimination, 
+Psychological studies on texture perception have mostly concentrated
+on texture discrimination, the ability of human observers to discriminate
+pairs of textures.
+% XXX: segregation vs. discrimination
 
 First experiments on computer-generated, unnatural textures 
-in the 60s (see, e.g, \cite{julesz62visualpattern}) led to 
-proposals of texture discrimation models based on 
-$N$th order statistics of pixels and elaborate connectivity 
-structures of certain micropatterns.XXX
+in the 60s \cite{julesz62visualpattern} led to 
+proposals of discrimination models based on 
+$N$th order statistics of pixels and connectivity 
+structures of certain micropatterns.
 
 Statistical modeling of textures as samples from a probability 
 distribution on a random field as already seen in \cite{julesz62visualpattern}
-in a very simple form.
+in a simple form.
 The most popualar computational approach is Markov random fields
 \cite{cross83markov, geman84stochastic}, where a texture 
 is characterized by its local statistics.
-However, these approaches are often not feasible on large
-large neighborhoods, but essentially work on pixel scale.
+XXX: resolution-dependency?
 
 Attempt to explain texture perception by the densities of textons
 \cite{julesz81textons}, fundamental texture elements, such as
 elongated blobs, line terminators, line crossings, etc.  
 However, the textons are hard to define formally.
 
-Textures are continuous
-
 Of course, such models are not directly applicable on high-resolution
 textures; some kind of filtering would be required to obtain the input.  
 However, the filtering itself can also have good explanatory power
@@ -279,9 +278,11 @@
 
 Filtering based approach, e.g., \cite{heeger95pyramid}.
 Essentially a bank of linear filters is applied to the texture followed
-by a nonlineary and then another set of filters.
+by a nonlinearity and then another set of filters.
 
 XXX: reviews
+
+XXX: physiological knowledge of visual perception
 
 \subsection{Focus+Context views}
 




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