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JOSH MCDERMOTT: Let's talk
about depth perception.

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So the problem here that we're
going to talk about today

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is that the input
to the visual system

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consists of
two-dimensional images.

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The world is three
dimensions, and people

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are pretty good at estimating
the three dimensional structure.

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You can hold the
shape in your hand

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and visually be able
to assess the shape.

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You can tell how far things are
away from you, and so on and so

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forth.

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So the extraction of three
dimensional structure

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from the two-dimensional
images that the eyes receive

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is important for
lots of things--

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for navigating through space,
for interacting with objects

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and so forth.

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And the most reliable
source of information

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about the three-dimensional
structure of the world

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is visual, at least for humans.

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Some other animals use sonar
and other things like that.

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All right, so the keys
to the solutions--

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one key is the fact
that you have two eyes.

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And we're not going to talk
about that in this lecture.

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That'll be for next time.

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The other key are assumptions
that we make about the world

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that we have presumably
learned or internalized

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over evolutionary
development, coupled

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with implicit knowledge
of the physics

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and the geometry of light that
comes from objects to the eyes.

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And so we're going to talk a
lot about depth cues, right?

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We've talked about cues
previously in the class.

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When we talk about a cue, we
mean a source of information,

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so some aspect of the stimulus
that provides information,

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in this case, about a variable
that we care about, depth.

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So there are lots of visual
cues to 3D shape and depth.

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So stereopsis is the
one that is best known,

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but you can see three
dimensions without it.

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So if you just close
one eye, the world

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doesn't really look
that different.

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You can still tell that
certain things are further away

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than others, and you can see
the three-dimensional shape

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of objects pretty well.

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So this is a partial
list of cues to depth.

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We'll talk about a
whole bunch of these--

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shape from shading and drop
shadows, linear perspective,

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texture gradients, familiar
size, height and field,

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aerial perspective.

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Last time we talked about
the kinetic depth effect.

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There's also motion parallax.

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Those are depth
cues for motion--

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occlusion, focal blur.

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And this is not
an exclusive list.

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So the first thing I
want to talk about today

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is shape from shading.

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So we've alluded to shape from
shading previously in the class,

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and it refers to the fact
that variations in luminance

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are often interpreted as shape.

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And the basis from
shape from shading

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is that many surfaces are
approximately Lambertian.

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So we talked about
Lambertian reflectance

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in the context of
lightness perception.

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So a surface is Lambertian if
the amount of reflected light

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is determined by the angle
between the incident light ray

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and the surface normal vector.

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But the surface,
otherwise, scatters

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like equally in all directions.

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And so this is a picture
that kind of depicts this.

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So the black arrow is
the surface normal.

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So this is a horizontal
surface, so the normal

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is perpendicular to that.

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The yellow arrow is the
direction of the illumination.

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And then, the little blue
arrows are scattered light rays.

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And so what you're
supposed to take away

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from this is that
irrespective of the direction

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of the illumination, the
light gets scattered equally

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in all directions.

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But you can see
that the light is--

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the most light reflects
off the surface

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when the illumination is
perpendicular to the surface.

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And as the illumination
becomes more oblique,

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there's less light
that's scattered.

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So this is the characteristic
of a Lambertian surface.

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All right, and so the
basis of shape from shading

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is kind of like the opposite of
what is shown in this diagram.

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So this diagram is
showing a situation

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where the surface
orientation is fixed

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and the illumination
direction is varied.

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And that doesn't happen
very often in the world.

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So typically, in the world,
there will be one light source,

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and so the direction
of illumination

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will be fixed in some
particular direction.

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But the orientation
of the surface

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will vary because
an object is curved.

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And so for a fixed
lighting direction,

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the amount of reflected
light will then

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vary with the
surface orientation.

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And so it follows
from that that if you

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knew the direction
of illumination,

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and if you also knew that the
intensity changes in the image

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were only due to shading,
then you could infer shape.

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And so there are a bunch
of classic demonstrations

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that people do seem to do
this under many conditions.

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So this is a classic stimulus
and illusion, if you will,

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where the physical
stimulus is these circles.

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And inside each circle,
there's a luminance gradient.

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And it just goes from light
to dark or from dark to light.

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And so when you look
at this, most people

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will see a set of bumps
and a set of craters.

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OK.

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So does anybody want
to hazard a guess

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as to why some of the circles
look like bumps and others

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like craters?

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Yeah.

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AUDIENCE: Well,
because you expect

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that the light is
coming from above,

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so it looks like it would
be illuminating [INAUDIBLE]

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from above.

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Then, it makes
sense that there'd

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be lightness on top of
that, shading on the bottom.

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JOSH MCDERMOTT: Yeah.

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AUDIENCE: [INAUDIBLE]

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JOSH MCDERMOTT: Yeah,
that's exactly right.

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So the visual system
seems to have a prior that

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favors illumination from above.

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So we very commonly--
by default,

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we'll assume that
illumination comes from above.

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And so if the illumination
was coming from below,

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then the inferred shape would
be the reverse of what it is,

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right?

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So the things that are bumps
would be craters and vice versa.

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So shape from shading
is important in art.

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So bas-relief is a
style of sculpture

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that relies exclusively
on shape from shading.

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So there's some material here,
and somebody carves some 3D

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structure into it, but then, all
of the luminance variation just

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comes purely from shape.

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So it's illuminated from a
particular direction, and then,

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you're able to see the 3D
structure of the shape from

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shading.

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You can also see
evidence of shape

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from shading in lots of
real-world photographs.

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So this is a
photograph of a crater

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either on the moon or Mars.

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I forget which.

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But it doesn't really look
like a crater here, right?

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So the prior favoring light
from above is again at work.

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So this is the crater.

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So it's just flipped
upside down here.

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So there's lots of
examples of photographs

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of things where if they're
taken from an orientation where

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the illumination is
coming from the direction

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that you don't expect,
they look funny.

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This is one that I just
saw the other day that's

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kind of striking.

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So this is a picture
of sand dunes.

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But it really doesn't look
like sand dunes, right?

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It looks like a whole bunch of
little craters in the surface.

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So here's the other orientation,
and you can see the correct 3D

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structure.

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This one-- this is a really
pretty awesome demonstration

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of the same thing.

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So this is a physical thing
that was actually engineered.

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So there's some 3D shapes that
are embossed into this thing.

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And then, it's lit from
a particular direction.

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But it's on this
table that can rotate,

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and so when you look
at it now, it kind of

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looks like this is sticking
out, and this is sticking out.

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But whoa.

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Now it flips, right?

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OK, it's going to
get even cooler.

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So now, they're going
to pour some liquid

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so you can verify which parts
are actually the valleys.

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OK, watch closely.

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Yeah, so you know that the
places where the liquid is

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present are kind of
indented in the surface,

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but your priors on the
direction of the illumination

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are causing you to misperceive
the shape from shading.

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So again, a great
example of how perception

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is kind of encapsulated
and sometimes cognitively

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impenetrable.

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OK, so that's
shape from shading.

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So again, key principles
of shape from shading,

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it works for
Lambertian surfaces.

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Really, the kind of
most straightforward way

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to infer shape from shading
is to know or assume

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a direction of illumination.

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Sometimes we assume the wrong
direction of illumination,

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so you get the shape
right, shape wrong.

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And critically, you
have to also assume

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that the intensity
variation is due to shape

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rather than due to, say, paint.

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So in these actual--

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this is actually something
you could print out

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on a piece of paper.

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And so the intensity variation
here would be due to paint,

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and so you misperceive things.

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Now, in the real world,
things are actually much more

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complicated,
because shapes often

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do have reflectance
variation on it,

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and people are
actually pretty good.

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If you take an object that
has reflectance variation,

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you're pretty good at actually
correctly estimating the shape.

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So your visual system
has this amazing ability

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to actually kind
of separately infer

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the contributions due to
shading and the contribution

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due to reflectance.

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And that's kind of a little bit
beyond the scope of what we're

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talking about here
and not terribly well

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understood but remarkable.

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Another very powerful
cue to depth is shadows.

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So this is just a display
that has a few shapes,

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and you can see that some
are in front of the others.

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And you can tell that
this occludes this,

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and this occludes this.

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So there are these
occlusion cues present here.

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But then, when we add
shadows to the display,

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these are typically
called drop shadows, OK?

00:10:13.280 --> 00:10:15.160 align:middle line:84%
You now actually see
the objects as being

00:10:15.160 --> 00:10:19.480 align:middle line:90%
separated in depth, right?

00:10:19.480 --> 00:10:24.120 align:middle line:84%
So shadows are a very
powerful cue to depth.

00:10:24.120 --> 00:10:26.760 align:middle line:84%
The visual system-- so
typically, in the real world,

00:10:26.760 --> 00:10:31.580 align:middle line:84%
they are caused by one object
occluding the illumination,

00:10:31.580 --> 00:10:33.020 align:middle line:90%
so blocking the illumination.

00:10:33.020 --> 00:10:36.897 align:middle line:84%
And so the region of shadow is
typically dark in the image, OK?

00:10:36.897 --> 00:10:38.480 align:middle line:84%
And so the visual
system seems to have

00:10:38.480 --> 00:10:40.340 align:middle line:90%
internalized that regularity.

00:10:40.340 --> 00:10:44.520 align:middle line:84%
Because when you artificially
make the shadows lighter rather

00:10:44.520 --> 00:10:48.520 align:middle line:84%
than darker, and you can do
this in graphics programs,

00:10:48.520 --> 00:10:50.160 align:middle line:84%
then you don't get
the sense of depth.

00:10:50.160 --> 00:10:53.060 align:middle line:84%
And what does this look
like to people actually?

00:10:53.060 --> 00:10:56.740 align:middle line:90%


00:10:56.740 --> 00:10:58.240 align:middle line:84%
AUDIENCE: It looks
like [INAUDIBLE].

00:10:58.240 --> 00:10:58.820 align:middle line:90%
JOSH MCDERMOTT: What's that?

00:10:58.820 --> 00:11:01.380 align:middle line:84%
AUDIENCE: It looks like the
inverted image, the casting

00:11:01.380 --> 00:11:02.160 align:middle line:90%
white shadows.

00:11:02.160 --> 00:11:04.040 align:middle line:84%
JOSH MCDERMOTT: Yeah, or
spray paint kind of, right?

00:11:04.040 --> 00:11:05.920 align:middle line:84%
To me, it looks like somebody
took a can of spray paint

00:11:05.920 --> 00:11:06.860 align:middle line:90%
and sprayed it.

00:11:06.860 --> 00:11:11.280 align:middle line:84%
So again, it really doesn't
have the same effect

00:11:11.280 --> 00:11:14.047 align:middle line:84%
of just a shadow--
doesn't look like one.

00:11:14.047 --> 00:11:15.880 align:middle line:84%
And if you just invert
the whole image then,

00:11:15.880 --> 00:11:18.520 align:middle line:84%
it also doesn't really
produce the sense of depth.

00:11:18.520 --> 00:11:20.740 align:middle line:90%
So shadows have to be dark.

00:11:20.740 --> 00:11:25.560 align:middle line:90%


00:11:25.560 --> 00:11:28.080 align:middle line:84%
In computer graphics
programs, you

00:11:28.080 --> 00:11:32.388 align:middle line:84%
can play around with both shape
from shading and drop shadows.

00:11:32.388 --> 00:11:34.680 align:middle line:84%
And these things, again,
they're happening all the time

00:11:34.680 --> 00:11:36.720 align:middle line:84%
in the world, and you typically
are not-- you just don't even

00:11:36.720 --> 00:11:37.512 align:middle line:90%
really notice them.

00:11:37.512 --> 00:11:40.360 align:middle line:84%
So this is just a
picture of eggs.

00:11:40.360 --> 00:11:43.730 align:middle line:84%
And in this case, it's pretty
obvious that the eggs are

00:11:43.730 --> 00:11:48.530 align:middle line:84%
sitting on a table, because
you get these kind of shadows

00:11:48.530 --> 00:11:52.450 align:middle line:84%
that suggest that the eggs
are sitting on the table

00:11:52.450 --> 00:11:53.408 align:middle line:90%
and blocking the light.

00:11:53.408 --> 00:11:55.075 align:middle line:84%
If you remove the
shadows, the eggs kind

00:11:55.075 --> 00:11:57.510 align:middle line:84%
look like they're floating in
space in front of the table,

00:11:57.510 --> 00:12:00.010 align:middle line:90%
right?

00:12:00.010 --> 00:12:01.430 align:middle line:84%
But if you get rid
of the shading,

00:12:01.430 --> 00:12:03.390 align:middle line:84%
so you just color
all the eggs white,

00:12:03.390 --> 00:12:05.290 align:middle line:90%
now you lose the 3D shape.

00:12:05.290 --> 00:12:07.370 align:middle line:84%
So normally, you
look at these eggs

00:12:07.370 --> 00:12:08.910 align:middle line:84%
and they all just
look white, right?

00:12:08.910 --> 00:12:10.490 align:middle line:84%
So it's like your
visual system is

00:12:10.490 --> 00:12:13.650 align:middle line:84%
kind of separating out the
contribution of the shading

00:12:13.650 --> 00:12:15.070 align:middle line:90%
from that of the reflectance.

00:12:15.070 --> 00:12:17.790 align:middle line:84%
And remember how when we looked
at the Retinex algorithm,

00:12:17.790 --> 00:12:20.610 align:middle line:84%
when we ran the Retinex
algorithm on an actual image,

00:12:20.610 --> 00:12:24.130 align:middle line:84%
Retinex would make the mistake
of actually interpreting some

00:12:24.130 --> 00:12:25.610 align:middle line:84%
of the shading
that's due to shape

00:12:25.610 --> 00:12:27.210 align:middle line:90%
as being due to illumination.

00:12:27.210 --> 00:12:31.650 align:middle line:84%
Because Retinex assumes that
all of the gradual variation

00:12:31.650 --> 00:12:35.530 align:middle line:84%
in luminance is due
to illumination,

00:12:35.530 --> 00:12:38.650 align:middle line:84%
which is not a correct
model of the world.

00:12:38.650 --> 00:12:42.690 align:middle line:84%
So there's lots of luminance
variation due to shading.

00:12:42.690 --> 00:12:46.930 align:middle line:84%
So the visual system is really
sensitive to the relationships

00:12:46.930 --> 00:12:50.490 align:middle line:84%
between the positions
of shadows and the depth

00:12:50.490 --> 00:12:53.782 align:middle line:84%
relationships of objects to
the surfaces on which they sit.

00:12:53.782 --> 00:12:56.490 align:middle line:84%
So the drop shadows kind of have
to align correctly for an object

00:12:56.490 --> 00:12:58.130 align:middle line:90%
to sit on a surface.

00:12:58.130 --> 00:12:59.990 align:middle line:84%
So you remember, in
the very first class,

00:12:59.990 --> 00:13:01.648 align:middle line:84%
we showed this
demonstration of a ball

00:13:01.648 --> 00:13:03.190 align:middle line:84%
that kind of rolls
across the screen.

00:13:03.190 --> 00:13:05.107 align:middle line:84%
And depending on the
trajectory of the shadow,

00:13:05.107 --> 00:13:07.490 align:middle line:84%
you see these very
different 3D trajectories.

00:13:07.490 --> 00:13:09.190 align:middle line:84%
And there's lots of
these really cool--

00:13:09.190 --> 00:13:12.650 align:middle line:84%
I kind of collect these
images, where just

00:13:12.650 --> 00:13:16.850 align:middle line:84%
by accident, the shadow's kind
of in the wrong place, at then

00:13:16.850 --> 00:13:20.170 align:middle line:84%
it causes things to look
like they're levitating.

00:13:20.170 --> 00:13:22.130 align:middle line:84%
So this is a situation
where I guess

00:13:22.130 --> 00:13:24.735 align:middle line:84%
there were a lot of flagpoles
on this particular beach,

00:13:24.735 --> 00:13:27.110 align:middle line:84%
and there's one that just
happens to be casting a shadow.

00:13:27.110 --> 00:13:31.170 align:middle line:84%
The person's standing on
some platform on the sand,

00:13:31.170 --> 00:13:33.930 align:middle line:84%
and the alignment of the
shadow and the surface

00:13:33.930 --> 00:13:37.130 align:middle line:84%
are such-- are good enough
that the person looks

00:13:37.130 --> 00:13:40.610 align:middle line:90%
like they're kind of floating.

00:13:40.610 --> 00:13:44.862 align:middle line:84%
Here's a situation
where there's, I guess,

00:13:44.862 --> 00:13:46.570 align:middle line:84%
just some dirt on the
ground that kind of

00:13:46.570 --> 00:13:48.130 align:middle line:84%
happens to be in
approximately the right place

00:13:48.130 --> 00:13:50.690 align:middle line:84%
and approximately the right
color to plausibly be a shadow

00:13:50.690 --> 00:13:54.970 align:middle line:84%
and so causes the
trash can to float.

00:13:54.970 --> 00:13:58.570 align:middle line:84%
This is a cat with
supernatural powers.

00:13:58.570 --> 00:14:01.990 align:middle line:84%
Again, same kind of thing,
just dark patch in the right--

00:14:01.990 --> 00:14:04.090 align:middle line:90%
in the right place.

00:14:04.090 --> 00:14:06.450 align:middle line:84%
You can also get some
pretty funny instances

00:14:06.450 --> 00:14:12.330 align:middle line:84%
of this involving water,
because the shadows will

00:14:12.330 --> 00:14:17.770 align:middle line:84%
be cast on the bottom of the
ocean in this particular case

00:14:17.770 --> 00:14:23.770 align:middle line:84%
and can cause the boat to
seem like it's floating.

00:14:23.770 --> 00:14:26.050 align:middle line:84%
This is another one
that I came across,

00:14:26.050 --> 00:14:30.970 align:middle line:84%
where the particular
angle of the sun

00:14:30.970 --> 00:14:33.170 align:middle line:84%
causes the shadow
to be in a place

00:14:33.170 --> 00:14:37.877 align:middle line:84%
where you can see the
train is floating.

00:14:37.877 --> 00:14:39.460 align:middle line:84%
So you start looking
for these things,

00:14:39.460 --> 00:14:42.540 align:middle line:84%
and you see them
all over the place.

00:14:42.540 --> 00:14:47.620 align:middle line:84%
So shadows are caused by
the geometric relationship

00:14:47.620 --> 00:14:51.870 align:middle line:84%
between an object
and a light source.

00:14:51.870 --> 00:14:55.800 align:middle line:84%
And so when you're using
the shadow to infer depth,

00:14:55.800 --> 00:14:59.707 align:middle line:84%
you're kind of implicitly taking
advantage of that relationship.

00:14:59.707 --> 00:15:01.540 align:middle line:84%
So the visual system
has, like, internalized

00:15:01.540 --> 00:15:04.740 align:middle line:84%
something about the relationship
between light sources

00:15:04.740 --> 00:15:08.340 align:middle line:90%
and objects and shadows.

00:15:08.340 --> 00:15:10.380 align:middle line:84%
So you might imagine
that what happens

00:15:10.380 --> 00:15:13.337 align:middle line:84%
is you actually are building
or you're inferring, like,

00:15:13.337 --> 00:15:15.420 align:middle line:84%
an entire scene layout in
your head, where there's

00:15:15.420 --> 00:15:18.500 align:middle line:84%
a light source in a
particular place and shadows

00:15:18.500 --> 00:15:20.080 align:middle line:84%
that are cast
relative to objects.

00:15:20.080 --> 00:15:23.180 align:middle line:84%
And that doesn't actually
seem to be what is happening.

00:15:23.180 --> 00:15:27.460 align:middle line:84%
So this is kind of an
interesting demonstration, where

00:15:27.460 --> 00:15:31.900 align:middle line:84%
you get pretty good depth from
the shadows in the top two

00:15:31.900 --> 00:15:34.580 align:middle line:90%
circles of circles.

00:15:34.580 --> 00:15:37.300 align:middle line:84%
Logically, that
display doesn't really

00:15:37.300 --> 00:15:40.380 align:middle line:84%
make sense, because you
can tell from the direction

00:15:40.380 --> 00:15:43.440 align:middle line:84%
of the shadows relative to
the objects that in this case,

00:15:43.440 --> 00:15:45.680 align:middle line:84%
the light is coming
from the upper left.

00:15:45.680 --> 00:15:47.420 align:middle line:84%
In this case, the
light must be coming

00:15:47.420 --> 00:15:50.360 align:middle line:84%
from the bottom left for the
shadows to be where they are.

00:15:50.360 --> 00:15:53.420 align:middle line:84%
And so you couldn't really
actually generate an image

00:15:53.420 --> 00:15:56.900 align:middle line:84%
like this without some
really contrived setup

00:15:56.900 --> 00:16:02.180 align:middle line:84%
with two sources of
light that were only

00:16:02.180 --> 00:16:04.240 align:middle line:90%
cast on part of the scene.

00:16:04.240 --> 00:16:07.020 align:middle line:84%
But it doesn't
seem to bother you.

00:16:07.020 --> 00:16:09.220 align:middle line:84%
On the other hand,
down here, where

00:16:09.220 --> 00:16:10.980 align:middle line:84%
the positioning of the
shadows has kind of

00:16:10.980 --> 00:16:14.020 align:middle line:84%
been randomized
locally, that really

00:16:14.020 --> 00:16:17.380 align:middle line:84%
seems to kill the sense of
depth for the most part.

00:16:17.380 --> 00:16:21.580 align:middle line:84%
So there's some degree
of local consistency

00:16:21.580 --> 00:16:24.040 align:middle line:84%
that is really required
for this to happen,

00:16:24.040 --> 00:16:25.540 align:middle line:84%
but it doesn't seem
like you're kind

00:16:25.540 --> 00:16:28.340 align:middle line:90%
of modeling the global scene.

00:16:28.340 --> 00:16:31.900 align:middle line:84%
And this is like-- we've
seen some other hints of this

00:16:31.900 --> 00:16:32.920 align:middle line:90%
so far in the class.

00:16:32.920 --> 00:16:35.570 align:middle line:84%
Remember when we were talking
about lightness illusions,

00:16:35.570 --> 00:16:38.310 align:middle line:84%
we saw evidence that people
weren't really modeling

00:16:38.310 --> 00:16:40.630 align:middle line:84%
a full kind of global
version of the scene?

00:16:40.630 --> 00:16:43.210 align:middle line:84%
There's more local, kind of
mid-level stuff going on.

00:16:43.210 --> 00:16:46.190 align:middle line:90%


00:16:46.190 --> 00:16:47.690 align:middle line:90%
Any questions about shadows?

00:16:47.690 --> 00:16:52.950 align:middle line:90%


00:16:52.950 --> 00:16:56.510 align:middle line:84%
So another regularity
that influences depth

00:16:56.510 --> 00:17:01.390 align:middle line:84%
is the geometry of the
geometrical relationships

00:17:01.390 --> 00:17:03.750 align:middle line:84%
between where objects
are in the world

00:17:03.750 --> 00:17:06.050 align:middle line:84%
and where they
project on the retina.

00:17:06.050 --> 00:17:09.958 align:middle line:84%
And so very often, we're
standing on a ground plane,

00:17:09.958 --> 00:17:11.750 align:middle line:84%
and so things that are
further away from us

00:17:11.750 --> 00:17:13.891 align:middle line:90%
tend to be on the ground plane.

00:17:13.891 --> 00:17:15.349 align:middle line:84%
And so things that
are further away

00:17:15.349 --> 00:17:17.470 align:middle line:84%
tend to be higher
in the visual field.

00:17:17.470 --> 00:17:19.369 align:middle line:84%
And so you can get
these effects like this.

00:17:19.369 --> 00:17:22.890 align:middle line:84%
And also, as things
move are further away,

00:17:22.890 --> 00:17:24.650 align:middle line:84%
they also tend to
project smaller images.

00:17:24.650 --> 00:17:27.550 align:middle line:84%
And so you can
get these effects.

00:17:27.550 --> 00:17:30.670 align:middle line:84%
So the one on the left gives
like a pretty compelling sense

00:17:30.670 --> 00:17:32.670 align:middle line:84%
that the surface is
receding in depth,

00:17:32.670 --> 00:17:35.710 align:middle line:84%
because the objects get
smaller as they go up

00:17:35.710 --> 00:17:36.870 align:middle line:90%
in the visual field.

00:17:36.870 --> 00:17:39.370 align:middle line:84%
That's more or less what would
happen in a typical situation

00:17:39.370 --> 00:17:40.550 align:middle line:90%
in the world.

00:17:40.550 --> 00:17:44.990 align:middle line:84%
The one on the right has much--
has a much weaker effect,

00:17:44.990 --> 00:17:47.870 align:middle line:84%
because it violates that
geometric regularity that

00:17:47.870 --> 00:17:51.470 align:middle line:84%
is typical of what you
would observe in the world.

00:17:51.470 --> 00:17:54.150 align:middle line:84%
So again, the common theme
here is the visual system

00:17:54.150 --> 00:17:58.550 align:middle line:84%
has internalized the
regularities of the world

00:17:58.550 --> 00:18:01.950 align:middle line:84%
and uses those to solve this
ill-posed problem of depth

00:18:01.950 --> 00:18:03.270 align:middle line:90%
perception.

00:18:03.270 --> 00:18:07.810 align:middle line:84%
So this is an example-- it's
kind of an example of a texture

00:18:07.810 --> 00:18:09.310 align:middle line:84%
gradient, in the
sense that you have

00:18:09.310 --> 00:18:11.430 align:middle line:90%
all these repeated elements.

00:18:11.430 --> 00:18:14.170 align:middle line:84%
And the texture changes
in some systematic way

00:18:14.170 --> 00:18:16.790 align:middle line:84%
that's kind of consistent with
something receding in depth.

00:18:16.790 --> 00:18:20.110 align:middle line:84%
And those are
actually super common.

00:18:20.110 --> 00:18:23.590 align:middle line:84%
And this is a case
where an artist decided

00:18:23.590 --> 00:18:25.130 align:middle line:90%
to trick the visual system.

00:18:25.130 --> 00:18:27.590 align:middle line:84%
So this is a funny
pattern that got painted

00:18:27.590 --> 00:18:31.110 align:middle line:90%
on a perfectly flat floor.

00:18:31.110 --> 00:18:35.650 align:middle line:84%
But instead of interpreting
this as what it is,

00:18:35.650 --> 00:18:42.230 align:middle line:84%
which is a flat floor that's got
a weird, warped texture on it,

00:18:42.230 --> 00:18:46.230 align:middle line:84%
you infer a situation
where the depth is

00:18:46.230 --> 00:18:49.550 align:middle line:84%
kind of-- where the shape of
the floor is kind of curved,

00:18:49.550 --> 00:18:52.013 align:middle line:84%
and the texture is
uniform and just pasted

00:18:52.013 --> 00:18:52.930 align:middle line:90%
on the curved surface.

00:18:52.930 --> 00:18:54.680 align:middle line:84%
So, of course, the
inference is ill posed.

00:18:54.680 --> 00:18:57.510 align:middle line:84%
And so you've got to have priors
to constrain the inference.

00:18:57.510 --> 00:18:59.760 align:middle line:84%
In this case, the prior's
that the texture is uniform,

00:18:59.760 --> 00:19:01.190 align:middle line:84%
because textures
in the world tend

00:19:01.190 --> 00:19:05.453 align:middle line:84%
to be uniform rather than having
the weird kind of modeled shape.

00:19:05.453 --> 00:19:06.870 align:middle line:84%
Here's another
pretty cool example

00:19:06.870 --> 00:19:08.050 align:middle line:90%
of the same kind of thing.

00:19:08.050 --> 00:19:14.125 align:middle line:90%


00:19:14.125 --> 00:19:16.750 align:middle line:84%
All right, so texture gradients
are another really powerful cue

00:19:16.750 --> 00:19:18.430 align:middle line:90%
to depth.

00:19:18.430 --> 00:19:22.390 align:middle line:84%
OK, another very
important thing that

00:19:22.390 --> 00:19:25.930 align:middle line:84%
is related to depth perception
is what's called Emmert's Law.

00:19:25.930 --> 00:19:30.240 align:middle line:84%
So Emmert's Law describes
the relationship

00:19:30.240 --> 00:19:34.520 align:middle line:84%
between the size that we
perceive things to be,

00:19:34.520 --> 00:19:38.040 align:middle line:84%
the distance that we perceive
them to be away from us,

00:19:38.040 --> 00:19:42.370 align:middle line:84%
and the visual angle
that they subtend.

00:19:42.370 --> 00:19:46.240 align:middle line:84%
So the idea is shown here,
which is that you can have

00:19:46.240 --> 00:19:48.340 align:middle line:90%
two objects of different sizes.

00:19:48.340 --> 00:19:51.080 align:middle line:84%
And if the big one
is further away,

00:19:51.080 --> 00:19:53.000 align:middle line:84%
it will subtend the
same visual angle

00:19:53.000 --> 00:19:55.200 align:middle line:90%
as a small one that's closer.

00:19:55.200 --> 00:20:00.600 align:middle line:84%
So there's this relationship
between visual angle,

00:20:00.600 --> 00:20:02.660 align:middle line:84%
inferred distance,
and inferred size,

00:20:02.660 --> 00:20:04.120 align:middle line:84%
because in the
actual world, there

00:20:04.120 --> 00:20:07.120 align:middle line:84%
would be a relationship
between visual angle, distance,

00:20:07.120 --> 00:20:08.560 align:middle line:90%
and size.

00:20:08.560 --> 00:20:12.820 align:middle line:84%
And so there's lots of these
instances where either you

00:20:12.820 --> 00:20:16.380 align:middle line:84%
know how big something is,
because it's a familiar object,

00:20:16.380 --> 00:20:19.920 align:middle line:84%
and so you use that to
infer how far away it is,

00:20:19.920 --> 00:20:22.260 align:middle line:84%
or you know how far
away something is,

00:20:22.260 --> 00:20:23.850 align:middle line:84%
and you use that
to infer the size.

00:20:23.850 --> 00:20:26.100 align:middle line:84%
And so we're going to do an
experiment to verify this.

00:20:26.100 --> 00:20:28.560 align:middle line:84%
And so this experiment is
going to involve staring at one

00:20:28.560 --> 00:20:30.400 align:middle line:90%
of the lights in the ceiling.

00:20:30.400 --> 00:20:34.220 align:middle line:84%
So you're going to do this
for, I think, about 30 seconds.

00:20:34.220 --> 00:20:37.740 align:middle line:84%
So get kind of close to a
light and look up at it.

00:20:37.740 --> 00:20:39.840 align:middle line:84%
And the purpose of
doing this is we're

00:20:39.840 --> 00:20:43.320 align:middle line:84%
going to burn a temporary
afterimage into your eyes.

00:20:43.320 --> 00:20:46.680 align:middle line:84%
And the reason that
we're doing that

00:20:46.680 --> 00:20:52.140 align:middle line:84%
is that when you generate an
afterimage in the eye, right,

00:20:52.140 --> 00:20:55.020 align:middle line:84%
that's covering some fixed
portion of your retina.

00:20:55.020 --> 00:20:58.120 align:middle line:84%
So it corresponds to a
particular kind of visual angle

00:20:58.120 --> 00:21:00.180 align:middle line:84%
that would normally
project onto the retina.

00:21:00.180 --> 00:21:03.280 align:middle line:84%
So the idea is that after
you stare at this thing,

00:21:03.280 --> 00:21:04.780 align:middle line:84%
you're going to get
this afterimage.

00:21:04.780 --> 00:21:08.440 align:middle line:84%
It's going to have a fixed
extent on your retina.

00:21:08.440 --> 00:21:10.300 align:middle line:84%
So now what we're going
to do-- all right,

00:21:10.300 --> 00:21:12.133 align:middle line:84%
hopefully, you got a
pretty good afterimage.

00:21:12.133 --> 00:21:15.880 align:middle line:84%
So now, I want you to
look at your hand, OK?

00:21:15.880 --> 00:21:16.380 align:middle line:90%
All right.

00:21:16.380 --> 00:21:18.220 align:middle line:84%
So that's going to be
some particular size.

00:21:18.220 --> 00:21:23.800 align:middle line:84%
Now, take your hand down
and look at the wall, OK?

00:21:23.800 --> 00:21:25.460 align:middle line:84%
And the thing should
look a lot bigger.

00:21:25.460 --> 00:21:27.918 align:middle line:84%
You might have to keep blinking
to get the afterimage image

00:21:27.918 --> 00:21:29.400 align:middle line:90%
to restore itself.

00:21:29.400 --> 00:21:31.120 align:middle line:84%
All right, so what
we just did is

00:21:31.120 --> 00:21:34.800 align:middle line:84%
we generated a stimulus of a
fixed extent on the retina.

00:21:34.800 --> 00:21:36.460 align:middle line:90%
But you can cause it.

00:21:36.460 --> 00:21:38.500 align:middle line:84%
So now, I'm like looking
at it on the back wall,

00:21:38.500 --> 00:21:39.250 align:middle line:90%
and it's enormous.

00:21:39.250 --> 00:21:41.627 align:middle line:84%
So you can cause it to
look different sizes

00:21:41.627 --> 00:21:43.460 align:middle line:84%
by looking at things
at different distances.

00:21:43.460 --> 00:21:47.200 align:middle line:84%
And so it seems to be the case
that the visual system assumes

00:21:47.200 --> 00:21:49.960 align:middle line:84%
that that retinal stimulation
is due to something

00:21:49.960 --> 00:21:52.460 align:middle line:84%
that happened at the surface
that you're looking at.

00:21:52.460 --> 00:21:56.195 align:middle line:84%
And so you look at
something that's close,

00:21:56.195 --> 00:21:57.820 align:middle line:84%
and you assume that
the thing is small.

00:21:57.820 --> 00:21:59.695 align:middle line:84%
If you look at something
that's further away,

00:21:59.695 --> 00:22:00.780 align:middle line:90%
you infer that it's large.

00:22:00.780 --> 00:22:01.280 align:middle line:90%
Yeah.

00:22:01.280 --> 00:22:04.560 align:middle line:84%
AUDIENCE: Why does blinking
cause it [INAUDIBLE]?

00:22:04.560 --> 00:22:12.000 align:middle line:84%
JOSH MCDERMOTT: Oh, it's just--
it's refreshing the adaptation.

00:22:12.000 --> 00:22:13.960 align:middle line:84%
Yeah, so you're kind of
temporarily bleaching

00:22:13.960 --> 00:22:16.320 align:middle line:84%
the photoreceptors,
and I think probably

00:22:16.320 --> 00:22:18.000 align:middle line:84%
what's happening
is that there may

00:22:18.000 --> 00:22:21.760 align:middle line:84%
be some downstream adaptation
that you then kind of reset

00:22:21.760 --> 00:22:23.360 align:middle line:90%
with the blinking.

00:22:23.360 --> 00:22:24.480 align:middle line:90%
Yeah.

00:22:24.480 --> 00:22:27.850 align:middle line:84%
So you're just making the
afterimage visible again.

00:22:27.850 --> 00:22:30.770 align:middle line:84%
I don't know the exact
mechanism, actually.

00:22:30.770 --> 00:22:35.130 align:middle line:84%
OK, so Emmert's Law--
so the relationship

00:22:35.130 --> 00:22:37.950 align:middle line:84%
between how big things look
and how far away they seem.

00:22:37.950 --> 00:22:41.450 align:middle line:84%
So this is-- that's
one example of this,

00:22:41.450 --> 00:22:45.010 align:middle line:84%
and it's a pretty
good party trick.

00:22:45.010 --> 00:22:47.710 align:middle line:84%
And you see Emmert's Law in
lots of different settings.

00:22:47.710 --> 00:22:50.290 align:middle line:84%
So here, this is
a situation where

00:22:50.290 --> 00:22:52.510 align:middle line:84%
the big balls look a lot
closer than the small balls.

00:22:52.510 --> 00:22:56.530 align:middle line:84%
So this is a case where
people-- the visual system seems

00:22:56.530 --> 00:23:00.170 align:middle line:84%
content to assume that the
objects are all the same size,

00:23:00.170 --> 00:23:04.010 align:middle line:84%
and thus the changes
in size are attributed

00:23:04.010 --> 00:23:05.910 align:middle line:90%
to differences in distance.

00:23:05.910 --> 00:23:10.250 align:middle line:90%


00:23:10.250 --> 00:23:15.690 align:middle line:84%
Here's a situation where
you know the relative size

00:23:15.690 --> 00:23:17.450 align:middle line:90%
of these body parts.

00:23:17.450 --> 00:23:19.930 align:middle line:84%
You know the hands
are of a certain size

00:23:19.930 --> 00:23:21.850 align:middle line:90%
relative to somebody's face.

00:23:21.850 --> 00:23:24.930 align:middle line:84%
And so the fact that the hand
is bigger in the one on the left

00:23:24.930 --> 00:23:27.290 align:middle line:84%
leads you to conclude
that it's a lot closer.

00:23:27.290 --> 00:23:29.770 align:middle line:84%
So again, hand looks
closer, and this all kind of

00:23:29.770 --> 00:23:31.375 align:middle line:90%
happens implicitly.

00:23:31.375 --> 00:23:32.750 align:middle line:84%
And so again, if
you look around,

00:23:32.750 --> 00:23:35.050 align:middle line:84%
you can find funny
instances where of plays

00:23:35.050 --> 00:23:37.810 align:middle line:90%
some tricks on perception.

00:23:37.810 --> 00:23:41.690 align:middle line:84%
This is kind of an
interesting photo

00:23:41.690 --> 00:23:47.370 align:middle line:84%
that I came across, where the
girl in the middle kind of looks

00:23:47.370 --> 00:23:49.030 align:middle line:90%
like she's floating.

00:23:49.030 --> 00:23:54.943 align:middle line:90%


00:23:54.943 --> 00:23:56.610 align:middle line:84%
And so I think the
reality is that she's

00:23:56.610 --> 00:23:58.350 align:middle line:84%
a lot taller than
her brothers, right,

00:23:58.350 --> 00:24:01.017 align:middle line:84%
but your visual system seems to
assume that these things are all

00:24:01.017 --> 00:24:07.090 align:middle line:84%
probably the same size,
and thus that the girl has

00:24:07.090 --> 00:24:09.270 align:middle line:84%
to be closer than
she actually is,

00:24:09.270 --> 00:24:13.310 align:middle line:84%
which means she's floating in
the air or something like that.

00:24:13.310 --> 00:24:19.090 align:middle line:90%


00:24:19.090 --> 00:24:23.340 align:middle line:84%
Here, we've got some
really big pigeons, OK?

00:24:23.340 --> 00:24:24.960 align:middle line:84%
So this is a kind
of a funny photo.

00:24:24.960 --> 00:24:27.840 align:middle line:84%
Can anybody tell
what's going on here?

00:24:27.840 --> 00:24:28.340 align:middle line:90%
Yeah.

00:24:28.340 --> 00:24:29.740 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:24:29.740 --> 00:24:32.760 align:middle line:84%
JOSH MCDERMOTT: Yeah, but you
don't notice the ledge at first,

00:24:32.760 --> 00:24:33.260 align:middle line:90%
right?

00:24:33.260 --> 00:24:35.840 align:middle line:84%
So it sort of looks like
they're right next to the car.

00:24:35.840 --> 00:24:39.660 align:middle line:84%
So if you assume that
the cars and the birds

00:24:39.660 --> 00:24:42.412 align:middle line:84%
are at the same
distance, then they're

00:24:42.412 --> 00:24:44.620 align:middle line:84%
about the same size on the
right, which means they're

00:24:44.620 --> 00:24:45.912 align:middle line:90%
about the same size physically.

00:24:45.912 --> 00:24:48.880 align:middle line:90%
So you've got giant pigeons.

00:24:48.880 --> 00:24:49.880 align:middle line:90%
All right, Emmert's Law.

00:24:49.880 --> 00:24:52.460 align:middle line:84%
Any questions
about Emmert's Law?

00:24:52.460 --> 00:24:57.360 align:middle line:84%
So in some cases, the
size is unambiguous,

00:24:57.360 --> 00:24:59.043 align:middle line:84%
and thus, that
kind of determines

00:24:59.043 --> 00:24:59.960 align:middle line:90%
the apparent distance.

00:24:59.960 --> 00:25:01.920 align:middle line:84%
In some cases, the
distance is less ambiguous,

00:25:01.920 --> 00:25:04.780 align:middle line:84%
and that will
determine the size.

00:25:04.780 --> 00:25:06.885 align:middle line:90%
Yeah.

00:25:06.885 --> 00:25:10.860 align:middle line:84%
AUDIENCE: [INAUDIBLE] there has
been no large sign [INAUDIBLE]

00:25:10.860 --> 00:25:15.140 align:middle line:84%
it's like why do we perceive the
pigeions as large [INAUDIBLE]

00:25:15.140 --> 00:25:17.780 align:middle line:90%
and not small cars?

00:25:17.780 --> 00:25:20.547 align:middle line:84%
JOSH MCDERMOTT: Yeah, I
think it's a good question.

00:25:20.547 --> 00:25:22.880 align:middle line:84%
Yeah, I don't know the answer
to that, and I'm not sure.

00:25:22.880 --> 00:25:25.580 align:middle line:84%
I'm not sure that
it's completely known.

00:25:25.580 --> 00:25:28.620 align:middle line:84%
And, I mean, you might
imagine, well, most of us

00:25:28.620 --> 00:25:30.620 align:middle line:84%
have a lot of experience
with toy cars,

00:25:30.620 --> 00:25:32.880 align:middle line:84%
so you might think that
it could be the opposite.

00:25:32.880 --> 00:25:37.060 align:middle line:90%


00:25:37.060 --> 00:25:39.620 align:middle line:90%
Yeah.

00:25:39.620 --> 00:25:43.020 align:middle line:84%
Yeah, no, I think the
absolute size of these things

00:25:43.020 --> 00:25:46.420 align:middle line:84%
is-- it's interesting that
you anchor with the car rather

00:25:46.420 --> 00:25:47.800 align:middle line:90%
than the pigeon.

00:25:47.800 --> 00:25:48.300 align:middle line:90%
Yeah.

00:25:48.300 --> 00:25:52.580 align:middle line:90%


00:25:52.580 --> 00:25:55.700 align:middle line:84%
OK, another cue to depth
is aerial perspective.

00:25:55.700 --> 00:25:58.420 align:middle line:84%
So in general, things
that are further away

00:25:58.420 --> 00:26:02.080 align:middle line:84%
are more blurry, because as
light travels through the air,

00:26:02.080 --> 00:26:04.740 align:middle line:84%
it gets kind of--
it gets scattered.

00:26:04.740 --> 00:26:07.260 align:middle line:84%
And things also tend to look
a little bit more bluish.

00:26:07.260 --> 00:26:09.800 align:middle line:84%
And so you can see this
oftentimes in photographs.

00:26:09.800 --> 00:26:13.500 align:middle line:84%
This is a photograph of
a beautiful landscape.

00:26:13.500 --> 00:26:15.420 align:middle line:84%
And the stuff
that's further away

00:26:15.420 --> 00:26:20.300 align:middle line:84%
is lower contrast, blurrier,
and a little bit bluer.

00:26:20.300 --> 00:26:23.900 align:middle line:84%
So again, it's like a
regularity of the way

00:26:23.900 --> 00:26:28.340 align:middle line:84%
that optics works that
we seem to have learned.

00:26:28.340 --> 00:26:32.420 align:middle line:84%
Another really important depth
cue is linear perspective.

00:26:32.420 --> 00:26:36.940 align:middle line:84%
So linear perspective
is due to the fact

00:26:36.940 --> 00:26:40.460 align:middle line:84%
that lines that are
parallel in the world

00:26:40.460 --> 00:26:43.340 align:middle line:84%
will generally
converge in the image,

00:26:43.340 --> 00:26:45.860 align:middle line:84%
unless they lie
in a plane that's

00:26:45.860 --> 00:26:47.660 align:middle line:90%
parallel to the image plane.

00:26:47.660 --> 00:26:51.180 align:middle line:84%
So if you have lines that are
in a plane that's parallel

00:26:51.180 --> 00:26:53.960 align:middle line:84%
to the image plane, those will
remain parallel in the image.

00:26:53.960 --> 00:26:58.300 align:middle line:84%
But if they're not in the
image, they will converge.

00:26:58.300 --> 00:27:01.260 align:middle line:84%
And so you can see in
this particular case,

00:27:01.260 --> 00:27:04.040 align:middle line:84%
this line and this line
are a good example of that,

00:27:04.040 --> 00:27:06.940 align:middle line:90%
or that and that.

00:27:06.940 --> 00:27:09.788 align:middle line:84%
OK, so the question
is, like, now how

00:27:09.788 --> 00:27:12.080 align:middle line:84%
do we know that lines are
parallel in the world, right?

00:27:12.080 --> 00:27:15.480 align:middle line:84%
In principle, these lines might
not be parallel in the world,

00:27:15.480 --> 00:27:18.350 align:middle line:84%
and that's-- does
anybody have an idea?

00:27:18.350 --> 00:27:20.610 align:middle line:84%
Why are lines
parallel in the world?

00:27:20.610 --> 00:27:34.150 align:middle line:90%


00:27:34.150 --> 00:27:35.930 align:middle line:84%
What would cause
things to be parallel?

00:27:35.930 --> 00:27:39.322 align:middle line:90%


00:27:39.322 --> 00:27:40.030 align:middle line:90%
AUDIENCE: Humans?

00:27:40.030 --> 00:27:41.430 align:middle line:90%
JOSH MCDERMOTT: Humans, yeah.

00:27:41.430 --> 00:27:43.010 align:middle line:90%
I think that's one possibility.

00:27:43.010 --> 00:27:43.510 align:middle line:90%
Yeah.

00:27:43.510 --> 00:27:46.150 align:middle line:90%
Maybe also gravity.

00:27:46.150 --> 00:27:50.130 align:middle line:84%
But people like to
construct rectangles,

00:27:50.130 --> 00:27:54.750 align:middle line:84%
so there's a lot of things in
human-constructed environments

00:27:54.750 --> 00:27:58.476 align:middle line:90%
that tend to be parallel.

00:27:58.476 --> 00:28:06.550 align:middle line:84%
And so this is a
classic illusion where

00:28:06.550 --> 00:28:09.110 align:middle line:84%
depth from both
linear perspective

00:28:09.110 --> 00:28:11.610 align:middle line:84%
and from texture-- so again,
we've got linear perspective,

00:28:11.610 --> 00:28:15.190 align:middle line:84%
so these lines kind
of are converging,

00:28:15.190 --> 00:28:17.490 align:middle line:84%
makes it look like that's a
lot further away than this.

00:28:17.490 --> 00:28:19.030 align:middle line:90%
There's a texture gradient.

00:28:19.030 --> 00:28:24.270 align:middle line:84%
And what's cool
about this is that it

00:28:24.270 --> 00:28:26.950 align:middle line:84%
looks like there's a really
big monster chasing a smaller

00:28:26.950 --> 00:28:27.530 align:middle line:90%
monster.

00:28:27.530 --> 00:28:30.510 align:middle line:84%
But, in fact, the two
monsters are exactly

00:28:30.510 --> 00:28:33.590 align:middle line:90%
the same size in the image.

00:28:33.590 --> 00:28:35.870 align:middle line:90%
So this is, again, Emmert's Law.

00:28:35.870 --> 00:28:37.790 align:middle line:84%
So you've got the
same visual angle

00:28:37.790 --> 00:28:41.430 align:middle line:84%
being subtended by this
monster and that monster.

00:28:41.430 --> 00:28:43.350 align:middle line:84%
The depth cues
indicate that this one

00:28:43.350 --> 00:28:45.410 align:middle line:90%
is further away than this one.

00:28:45.410 --> 00:28:47.150 align:middle line:84%
So Emmert's Law
tells you that this

00:28:47.150 --> 00:28:50.050 align:middle line:84%
has got to be proportionally
bigger than this one.

00:28:50.050 --> 00:28:56.350 align:middle line:90%


00:28:56.350 --> 00:28:59.910 align:middle line:84%
Here's another kind
of cool example.

00:28:59.910 --> 00:29:07.270 align:middle line:84%
So we've got two
cigarettes, and they're

00:29:07.270 --> 00:29:14.070 align:middle line:84%
positioned on a drawing that is
making use of linear perspective

00:29:14.070 --> 00:29:21.385 align:middle line:84%
to cause this to look like
it's closer to you than this.

00:29:21.385 --> 00:29:24.140 align:middle line:84%
The two cigarettes are
physically the same size,

00:29:24.140 --> 00:29:26.840 align:middle line:84%
and thus, they're
lying on a table,

00:29:26.840 --> 00:29:32.280 align:middle line:84%
so they're the same
size on the retina.

00:29:32.280 --> 00:29:34.300 align:middle line:84%
But they look very
different, right?

00:29:34.300 --> 00:29:37.960 align:middle line:90%


00:29:37.960 --> 00:29:42.560 align:middle line:84%
This is a thing that I just
saw that's kind of interesting.

00:29:42.560 --> 00:29:44.310 align:middle line:90%
So check this out.

00:29:44.310 --> 00:29:46.060 align:middle line:84%
See if you can figure
out what's going on.

00:29:46.060 --> 00:29:48.600 align:middle line:90%


00:29:48.600 --> 00:29:54.780 align:middle line:84%
So this is an artist
who's drawing this thing.

00:29:54.780 --> 00:29:56.420 align:middle line:90%
It's going to look pretty 3D.

00:29:56.420 --> 00:30:05.480 align:middle line:90%


00:30:05.480 --> 00:30:06.620 align:middle line:90%
Now, he's going to jump.

00:30:06.620 --> 00:30:19.880 align:middle line:90%


00:30:19.880 --> 00:30:25.480 align:middle line:84%
Notice that the artist has
changed in size, all right?

00:30:25.480 --> 00:30:29.600 align:middle line:90%


00:30:29.600 --> 00:30:32.500 align:middle line:84%
So it looks like this
person is changing in size.

00:30:32.500 --> 00:30:37.640 align:middle line:84%
Anybody want to try to
explain why the person looks

00:30:37.640 --> 00:30:42.920 align:middle line:84%
kind of small here, and bigger
here, and very big there?

00:30:42.920 --> 00:30:43.420 align:middle line:90%
Yeah.

00:30:43.420 --> 00:30:45.740 align:middle line:84%
AUDIENCE: He's getting
physically close to the camera,

00:30:45.740 --> 00:30:48.120 align:middle line:84%
but you don't think
he is because he's--

00:30:48.120 --> 00:30:49.800 align:middle line:84%
like, he's just
turning [INAUDIBLE].

00:30:49.800 --> 00:30:50.680 align:middle line:90%
JOSH MCDERMOTT: Yeah.

00:30:50.680 --> 00:30:51.180 align:middle line:90%
Yeah.

00:30:51.180 --> 00:30:54.320 align:middle line:84%
So in reality, this person
is jumping horizontally

00:30:54.320 --> 00:30:55.500 align:middle line:90%
by a pretty big distance.

00:30:55.500 --> 00:30:59.080 align:middle line:84%
So the distance to the
camera is changing.

00:30:59.080 --> 00:31:01.720 align:middle line:84%
You are misperceiving
this person

00:31:01.720 --> 00:31:04.800 align:middle line:84%
as actually kind of jumping
up and down vertically, right?

00:31:04.800 --> 00:31:09.780 align:middle line:84%
And if you assume that the
distance is remaining constant,

00:31:09.780 --> 00:31:12.400 align:middle line:84%
then the person's got
to be changing in size.

00:31:12.400 --> 00:31:14.440 align:middle line:84%
So in this case,
the depth cues here

00:31:14.440 --> 00:31:16.880 align:middle line:84%
are so powerful
that they overcome

00:31:16.880 --> 00:31:18.640 align:middle line:84%
the presumably
strong prior you have

00:31:18.640 --> 00:31:21.460 align:middle line:90%
that people stay the same size.

00:31:21.460 --> 00:31:21.960 align:middle line:90%
Yeah.

00:31:21.960 --> 00:31:25.560 align:middle line:90%


00:31:25.560 --> 00:31:27.060 align:middle line:90%
OK, all right.

00:31:27.060 --> 00:31:32.080 align:middle line:84%
So another point I want you to
take away from this is that we

00:31:32.080 --> 00:31:34.240 align:middle line:90%
see in 3D, right?

00:31:34.240 --> 00:31:37.400 align:middle line:84%
So what you perceive
is your inference

00:31:37.400 --> 00:31:39.400 align:middle line:84%
of the three-dimensional
structure of the world.

00:31:39.400 --> 00:31:43.560 align:middle line:84%
Now, that is derived from these
two-dimensional retinal inputs.

00:31:43.560 --> 00:31:46.880 align:middle line:84%
And it's very difficult for
you to actually counteract

00:31:46.880 --> 00:31:49.240 align:middle line:84%
the visual systems
recovery of 3D shape.

00:31:49.240 --> 00:31:51.320 align:middle line:84%
So this is a classic
demonstration

00:31:51.320 --> 00:31:53.520 align:middle line:84%
that was constructed
by Roger Shepard, who's

00:31:53.520 --> 00:31:56.000 align:middle line:84%
a cognitive psychologist,
who also kind of was

00:31:56.000 --> 00:31:56.940 align:middle line:90%
an amateur artist.

00:31:56.940 --> 00:31:59.640 align:middle line:84%
And so he published a
book of these illusions

00:31:59.640 --> 00:32:00.900 align:middle line:90%
that he came up with.

00:32:00.900 --> 00:32:02.960 align:middle line:84%
And this is probably
the most famous.

00:32:02.960 --> 00:32:08.760 align:middle line:84%
And so the illusion here is that
the parallelograms here and here

00:32:08.760 --> 00:32:12.610 align:middle line:90%
are physically the same shape--

00:32:12.610 --> 00:32:16.028 align:middle line:84%
the same size, same
shape in the image.

00:32:16.028 --> 00:32:17.070 align:middle line:90%
You're shaking your head.

00:32:17.070 --> 00:32:17.850 align:middle line:90%
You don't believe me, right?

00:32:17.850 --> 00:32:19.142 align:middle line:90%
Yeah, it doesn't look possible.

00:32:19.142 --> 00:32:23.770 align:middle line:84%
OK, so here's one way to
think about-- to see this.

00:32:23.770 --> 00:32:28.570 align:middle line:84%
So this is the image kind
of rotated and overlaid.

00:32:28.570 --> 00:32:31.250 align:middle line:84%
You can see that they're
actually the same.

00:32:31.250 --> 00:32:36.130 align:middle line:90%
Here's another animation.

00:32:36.130 --> 00:32:38.530 align:middle line:90%
OK.

00:32:38.530 --> 00:32:40.010 align:middle line:90%
Yeah.

00:32:40.010 --> 00:32:44.650 align:middle line:84%
But it's really kind
of hard to believe.

00:32:44.650 --> 00:32:47.010 align:middle line:84%
And so the idea is that
these two different shapes

00:32:47.010 --> 00:32:52.462 align:middle line:84%
in the image look like
kind of different shapes

00:32:52.462 --> 00:32:55.170 align:middle line:84%
in the world, because the tables
are kind of oriented differently

00:32:55.170 --> 00:32:57.290 align:middle line:90%
and angled differently.

00:32:57.290 --> 00:33:00.850 align:middle line:84%
And you infer these-- so you're
inferring these different 3D

00:33:00.850 --> 00:33:03.650 align:middle line:84%
shapes in the world, and it's
really impossible to access

00:33:03.650 --> 00:33:05.390 align:middle line:90%
the 2D shapes in the image.

00:33:05.390 --> 00:33:06.610 align:middle line:90%
Yeah.

00:33:06.610 --> 00:33:09.710 align:middle line:84%
AUDIENCE: Maybe this is another
illusion in that the image,

00:33:09.710 --> 00:33:14.090 align:middle line:84%
but is it relevant
that the parallelogram

00:33:14.090 --> 00:33:17.770 align:middle line:90%
seems slightly askew?

00:33:17.770 --> 00:33:21.810 align:middle line:84%
The bottom of the table
or of the long table

00:33:21.810 --> 00:33:26.330 align:middle line:84%
doesn't look parallel to the
top of the long table to me.

00:33:26.330 --> 00:33:28.250 align:middle line:84%
JOSH MCDERMOTT: Yeah,
it doesn't to me either,

00:33:28.250 --> 00:33:31.410 align:middle line:84%
but this one doesn't quite look
exactly rectangular either.

00:33:31.410 --> 00:33:31.910 align:middle line:90%
Yeah.

00:33:31.910 --> 00:33:32.992 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:33:32.992 --> 00:33:34.950 align:middle line:84%
JOSH MCDERMOTT: I don't
think that's important.

00:33:34.950 --> 00:33:37.790 align:middle line:84%
I think this is just--
that's just another version.

00:33:37.790 --> 00:33:41.250 align:middle line:84%
I think in the original
version, they actually--

00:33:41.250 --> 00:33:43.490 align:middle line:90%
they look pretty well matched.

00:33:43.490 --> 00:33:46.810 align:middle line:90%


00:33:46.810 --> 00:33:50.550 align:middle line:84%
Yeah, but the point is that--
so this distance in the image--

00:33:50.550 --> 00:33:52.870 align:middle line:84%
this is the same as this
distance in the image.

00:33:52.870 --> 00:33:55.250 align:middle line:84%
But when you look
at it, it looks

00:33:55.250 --> 00:33:57.730 align:middle line:84%
like it's a much
greater distance because

00:33:57.730 --> 00:34:00.870 align:middle line:84%
of the foreshortening effect
of projective geometry.

00:34:00.870 --> 00:34:04.810 align:middle line:84%
So you have this thing that's
getting projected onto an image,

00:34:04.810 --> 00:34:07.450 align:middle line:84%
and you're inferring the
three-dimensional shape

00:34:07.450 --> 00:34:10.969 align:middle line:84%
in the world overcoming
that projected process

00:34:10.969 --> 00:34:13.110 align:middle line:90%
or inverting it correctly.

00:34:13.110 --> 00:34:15.969 align:middle line:90%


00:34:15.969 --> 00:34:18.350 align:middle line:84%
OK, so that's kind of
an important theme.

00:34:18.350 --> 00:34:21.409 align:middle line:84%
And then, the thing
that we'll end with here

00:34:21.409 --> 00:34:23.949 align:middle line:84%
is this issue of
ambiguity and bistability.

00:34:23.949 --> 00:34:27.969 align:middle line:84%
So one of the amazing things
about perception and vision

00:34:27.969 --> 00:34:30.143 align:middle line:84%
in particular is that
we're constantly solving

00:34:30.143 --> 00:34:31.310 align:middle line:90%
these little posed problems.

00:34:31.310 --> 00:34:32.929 align:middle line:84%
So three-dimensional
interpretation

00:34:32.929 --> 00:34:35.108 align:middle line:84%
in the world in particular
is always ambiguous,

00:34:35.108 --> 00:34:37.150 align:middle line:84%
especially if you look at
the world with one eye.

00:34:37.150 --> 00:34:39.570 align:middle line:84%
So there's lots of different
possible three-dimensional

00:34:39.570 --> 00:34:42.429 align:middle line:84%
structures that are consistent
with the image that you observe.

00:34:42.429 --> 00:34:45.690 align:middle line:84%
But usually, we see
the one interpretation

00:34:45.690 --> 00:34:48.630 align:middle line:84%
that is apparently deemed most
likely by our visual system.

00:34:48.630 --> 00:34:51.929 align:middle line:84%
So vision is typically
quite stable.

00:34:51.929 --> 00:34:54.929 align:middle line:84%
But sometimes, especially in
these more impoverished displays

00:34:54.929 --> 00:34:57.913 align:middle line:84%
that we often make use
of in perceptual science,

00:34:57.913 --> 00:34:59.330 align:middle line:84%
there are multiple
interpretations

00:34:59.330 --> 00:35:01.470 align:middle line:84%
that are equally likely,
and the percept is bistable.

00:35:01.470 --> 00:35:02.950 align:middle line:84%
So this is called
the Necker cube.

00:35:02.950 --> 00:35:04.350 align:middle line:90%
It's like a wireframe cube.

00:35:04.350 --> 00:35:06.628 align:middle line:84%
So if you just look at
this one on the left,

00:35:06.628 --> 00:35:08.920 align:middle line:84%
you'll be able to see it in
two different orientations.

00:35:08.920 --> 00:35:14.800 align:middle line:84%
So one orientation is that
this square is out in front.

00:35:14.800 --> 00:35:18.420 align:middle line:84%
The other orientation is that
this square is out in front.

00:35:18.420 --> 00:35:20.960 align:middle line:84%
And those are both
consistent with the image,

00:35:20.960 --> 00:35:22.700 align:middle line:84%
and if you look at
it, your percept

00:35:22.700 --> 00:35:27.560 align:middle line:84%
will kind of flip from one to
another, maybe every five or ten

00:35:27.560 --> 00:35:29.000 align:middle line:90%
seconds or something like that.

00:35:29.000 --> 00:35:31.940 align:middle line:84%
OK, raise your hands
if you've seen it flip.

00:35:31.940 --> 00:35:35.320 align:middle line:90%
OK, almost everybody.

00:35:35.320 --> 00:35:35.820 align:middle line:90%
Yeah.

00:35:35.820 --> 00:35:40.140 align:middle line:90%


00:35:40.140 --> 00:35:45.340 align:middle line:84%
And so there are lots of
famous examples like this.

00:35:45.340 --> 00:35:49.180 align:middle line:84%
So this is kind of combining
two famous illusions.

00:35:49.180 --> 00:35:51.220 align:middle line:84%
In this particular
case, the face

00:35:51.220 --> 00:35:57.100 align:middle line:84%
can be seen as an older
woman from the side

00:35:57.100 --> 00:36:00.980 align:middle line:84%
or a younger woman
kind of from the back.

00:36:00.980 --> 00:36:04.920 align:middle line:84%
And this person is holding
their hands up in a silhouette,

00:36:04.920 --> 00:36:06.620 align:middle line:84%
and that's the
duck-rabbit illusion.

00:36:06.620 --> 00:36:08.380 align:middle line:84%
You can see it as a
duck or as a rabbit.

00:36:08.380 --> 00:36:13.660 align:middle line:84%
OK, so this is a cartoon
that I saw recently.

00:36:13.660 --> 00:36:16.660 align:middle line:84%
So the bartender says,
can I see your ID?

00:36:16.660 --> 00:36:18.220 align:middle line:90%
Wait, never mind.

00:36:18.220 --> 00:36:20.680 align:middle line:84%
Wait, yeah, I need
to see your ID.

00:36:20.680 --> 00:36:23.940 align:middle line:84%
Wait, no-- constantly switching
between these interpretations

00:36:23.940 --> 00:36:26.660 align:middle line:84%
of someone who's underage
and someone who's over age.

00:36:26.660 --> 00:36:29.253 align:middle line:90%


00:36:29.253 --> 00:36:31.920 align:middle line:84%
And so this bistability, we had
a question about this last time.

00:36:31.920 --> 00:36:33.720 align:middle line:84%
Bistability is
super interesting,

00:36:33.720 --> 00:36:38.580 align:middle line:84%
the fact that you don't get
stuck in one interpretation.

00:36:38.580 --> 00:36:45.220 align:middle line:84%
And one idea is that this is a
situation where the posterior--

00:36:45.220 --> 00:36:50.420 align:middle line:84%
so the probability of the
world, given the stimulus,

00:36:50.420 --> 00:36:51.360 align:middle line:90%
is multimodal.

00:36:51.360 --> 00:36:53.380 align:middle line:84%
So there's multiple
interpretations

00:36:53.380 --> 00:36:57.580 align:middle line:84%
that are both probable, and
maybe your visual system

00:36:57.580 --> 00:37:01.100 align:middle line:84%
is sampling from the posterior
so that you sometimes see one

00:37:01.100 --> 00:37:03.910 align:middle line:90%
thing, sometimes see another.

00:37:03.910 --> 00:37:06.830 align:middle line:84%
Maybe it relates to
adaptation and what happens

00:37:06.830 --> 00:37:10.390 align:middle line:84%
is you see one thing, and so
some neurons kind of adapt.

00:37:10.390 --> 00:37:12.270 align:middle line:84%
And then, the other
interpretation kind

00:37:12.270 --> 00:37:14.390 align:middle line:84%
of ends up getting
favored in some way--

00:37:14.390 --> 00:37:17.570 align:middle line:84%
could be potentially due to
implementation constraints.

00:37:17.570 --> 00:37:21.730 align:middle line:84%
We don't really know, but
it's fairly prominent.

00:37:21.730 --> 00:37:27.190 align:middle line:84%
And then, these are some other
examples of bistable things,

00:37:27.190 --> 00:37:31.110 align:middle line:84%
analogous to the
duck-rabbit illusion.

00:37:31.110 --> 00:37:33.150 align:middle line:90%
All right, let's end there.

00:37:33.150 --> 00:37:37.190 align:middle line:84%
So next time, we'll resume
talking about monocular depth

00:37:37.190 --> 00:37:37.690 align:middle line:90%
cues.

00:37:37.690 --> 00:37:39.310 align:middle line:84%
And then, we'll get
into stereopsis,

00:37:39.310 --> 00:37:44.220 align:middle line:84%
how you derive depth information
from having two eyes.

00:37:44.220 --> 00:38:03.000 align:middle line:90%