title: A neural model of visual figure-ground segregation from kinetic occlusion.
abstract: Freezing is an effective defense strategy for some prey, because their predators rely on visual motion to distinguish objects from their surroundings. An object moving over a background progressively covers (deletes) and uncovers (accretes) background texture while simultaneously producing discontinuities in the optic flow field. These events unambiguously specify kinetic occlusion and can produce a crisp edge, depth perception, and figure-ground segmentation between identically textured surfaces--percepts which all disappear without motion. Given two abutting regions of uniform random texture with different motion velocities, one region appears to be situated farther away and behind the other (i.e., the ground) if its texture is accreted or deleted at the boundary between the regions, irrespective of region and boundary velocities. Consequently, a region with moving texture appears farther away than a stationary region if the boundary is stationary, but it appears closer (i.e., the figure) if the boundary is moving coherently with the moving texture. A computational model of visual areas V1 and V2 shows how interactions between orientation- and direction-selective cells first create a motion-defined boundary and then signal kinetic occlusion at that boundary. Activation of model occlusion detectors tuned to a particular velocity results in the model assigning the adjacent surface with a matching velocity to the far depth. A weak speed-depth bias brings faster-moving texture regions forward in depth in the absence of occlusion (shearing motion). These processes together reproduce human psychophysical reports of depth ordering for key cases of kinetic occlusion displays.
authors.affiliation: Center for Computational Neuroscience and Neural Technology-CompNet, Boston University, Boston, MA 02215, USA.
authors.forename: Timothy
authors.initials: T
authors.lastname: Barnes
authors.forename: Ennio
authors.initials: E
authors.lastname: Mingolla
mesh_terms: D003198:Computer Simulation; D003867:Depth Perception / Q000502:physiology*; D005556:Form Perception / Q000502:physiology*; D006801:Humans; D007700:Kinetics; D008959:Models, Neurological; D009039:Motion Perception / Q000502:physiology*; D009949:Orientation / Q000502:physiology; D010364:Pattern Recognition, Visual / Q000502:physiology; D010775:Photic Stimulation / Q000379:methods; D011601:Psychophysics; D014793:Visual Cortex / Q000502:physiology*