The variable resolution and limited processing capacity of the human visual system requires us to sample the world with eye movements and attentive processes. Here we show that where observers look can strongly modulate their reports of simple surface attributes, such as lightness. When observers matched the color of natural objects they based their judgments on the brightest parts of the objects; at the same time, they tended to fixate points with above-average luminance. When we forced participants to fixate a specific point on the object using a gaze-contingent display setup, the matched lightness was higher when observers fixated bright regions. This finding indicates a causal link between the luminance of the fixated region and the lightness match for the whole object. Simulations with rendered physical lighting show that higher values in an object’s luminance distribution are particularly informative about reflectance. This sampling strategy is an efficient and simple heuristic for the visual system to achieve accurate and invariant judgments of lightness.
Virtual reality (VR) technology offers vision researchers the opportunity to conduct immersive studies in simulated real-world scenes. However, an accurate colour calibration of the VR head mounted display (HMD), both in terms of luminance and chromaticity, is required to precisely control the presented stimuli. Such a calibration presents significant new challenges, for example, due to the large field of view of the HMD, or the software implementation used for scene rendering, which might alter the colour appearance of objects. Here, we propose a framework for calibrating an HMD using an imaging colorimeter, the I29 (Radiant Vision Systems, Redmond, WA, USA). We examine two scenarios, both with and without using a rendering software for visualisation. In addition, we present a colour constancy experiment design for VR through a gaming engine software, Unreal Engine 4. The colours of the objects of study are chosen according to the previously defined calibration. Results show a high-colour constancy performance among participants, in agreement with recent studies performed on real-world scenarios. Our studies show that our methodology allows us to control and measure the colours presented in the HMD, effectively enabling the use of VR technology for colour vision research.