Mercurial > cortex
diff thesis/cortex.org @ 471:f14fa9e5b67f
complete first draft of vision.
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Fri, 28 Mar 2014 17:31:33 -0400 |
parents | 3401053124b0 |
children | 516a029e0be9 |
line wrap: on
line diff
1.1 --- a/thesis/cortex.org Fri Mar 28 17:10:43 2014 -0400 1.2 +++ b/thesis/cortex.org Fri Mar 28 17:31:33 2014 -0400 1.3 @@ -1160,7 +1160,7 @@ 1.4 #+caption: This is the core of vision in =CORTEX=. A given eye node 1.5 #+caption: is converted into a function that returns visual 1.6 #+caption: information from the simulation. 1.7 - #+name: name 1.8 + #+name: vision-kernel 1.9 #+begin_listing clojure 1.10 (defn vision-kernel 1.11 "Returns a list of functions, each of which will return a color 1.12 @@ -1231,9 +1231,25 @@ 1.13 (vision-kernel creature eye)))) 1.14 #+end_listing 1.15 1.16 + #+caption: Simulated vision with a test creature and the 1.17 + #+caption: human-like eye approximation. Notice how each channel 1.18 + #+caption: of the eye responds differently to the differently 1.19 + #+caption: colored balls. 1.20 + #+name: worm-vision-test. 1.21 + #+ATTR_LaTeX: :width 13cm 1.22 + [[./images/worm-vision.png]] 1.23 1.24 + The vision code is not much more complicated than the body code, 1.25 + and enables multiple further paths for simulated vision. For 1.26 + example, it is quite easy to create bifocal vision -- you just 1.27 + make two eyes next to each other in blender! It is also possible 1.28 + to encode vision transforms in the retinal files. For example, the 1.29 + human like retina file in figure \ref{retina} approximates a 1.30 + log-polar transform. 1.31 1.32 - 1.33 + This vision code has already been absorbed by the jMonkeyEngine 1.34 + community and is now (in modified form) part of a system for 1.35 + capturing in-game video to a file. 1.36 1.37 ** Hearing is hard; =CORTEX= does it right 1.38