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ε2FROM COMPUTATIONAL THEORY TO PSYCHOLOGY AND
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NEUROPHYSIOLOGY -- a case study from vision
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by D. Marrε0
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Marr
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VISUAL INFORMATION PROCESSING
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ε1SUMMARYε0: The CNS needs to be understood at four nearly independent levels
of description: (1) that at which the nature of a computation is expressed;
(2) that at which the algorithms that implement a computation are characterised;
(3) that at which an algorithm is committed to particular mechanisms; and (4)
that at which the mechanisms are realised in hardware. In general, the nature of
a computation is determined by the problem to be solved, the mechanisms that
are used depend upon the available hardware, and the particular algorithms chosen
depend on the problem and on the available mechanisms. Examples are given of
theories at each level from current research in vision, and a brief review
of the immediate prospects for the field is given.
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ε2Introductionε0
	Modern neurophysiology has learned much about the operation
of the individual neuron, but deceivingly little about the meaning
of the circuits they compose.  The reason for this can be attributed, at
least in part, to a failure to recognise what it means to understand a
complex information-processing system.
	Complex systems cannot be understood as a simple extrapolation of the
properties of their elementary components.
One does not formulate a description of thermodynamical
effects using a large set of wave equations, one for each of the particles involved.
One describes such effects at their own level, and tries to show that in
principle, the microscopic and macroscopic descriptions are consistent with
one another.
	The core of the problem is that a system as complex as a
nervous system or a developing embryo must be analyzed and understood
at several different levels.  For a system that solves an
information processing problem, we may distinguish four important levels of
description.  At the lowest, there is basic component and circuit
analysis -- how do transistors, neurons, diodes and synapses work?  The
second level is the study of particular mechanisms; adders, multipliers,
and memories accessed by address or by content.  The third level is that
of the algorithm, and the top level contains the theory of the overall
computation.  For example, take the case of Fourier analysis.  The computational
theory of the Fourier transform is well understood, and is expressed
independently of the particular way in which it is computed.  One level
down, there are several algorithms for implementing a Fourier transform
-- the Fast Fourier transform (Cooley & Tukey 1965) which is a serial
algorithm; and the parallel "spatial" algorithm that is based on the
mechanisms of laser optics.  All these algorithms carry out the same
computation, and the choice of which one to use depends upon the
particular mechanisms that are available.  If one has fast digital
memory, adders and multipliers, one will use the FFT, and if one has
a laser and photographic plates, one will use an "optical" algorithm.  In
general, mechanisms are strongly determined by hardware, the nature of
the computation is determined by the problem, and the algorithms are
determined by the computation and the available mechanisms.
	Each of these four levels of description has its place in the eventual
understanding of perceptual information processing, and it is important
to keep them separate.  Of course, there are are logical and causal relationships
among them, but the important point is that these levels of description are
only loosely related.  Too often in attempts to relate psychophysical
problems to physiology there is confusion about the level at which a
problem arises - is it related mainly to biophysics (like after-images)
or primarily to information processing (like the ambiguity of the Necker
cube)? More disturbingly, although the top level is the most neglected,
it is also the most important.  This is because the structure of the
computations that underly perception depend more upon the computational
ε1problemsε0 that have to be solved than on the particular hardware in
which their solutions are implemented.  There is an analog of this in
physics, where a thermodynamical approach represented, at
least historically, the first stage in the study of matter.  A
description in terms of mechanisms or elementary components usually appears
afterwards.
	The main point then is that the topmost of our four levels, that
at which the necessary structure of a computation is defined, is a crucial
but neglected one.  Its study is separate from the study of particular
algorithms, mechanisms or hardware, and the techniques needed to pursue
it are new.  In the rest of the article, we summarize some examples of vision
theories at the different levels we described, and illustrate the types
of prediction that can emerge from each.
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ε2General remarks about conventional approachesε0
	The problems of visual perception have attracted the curiosity of
scientists for many centuries. Important early contributions
were made by Newton, who laid the foundations for modern work on color vision,
and Helmholtz, whose treatise on physiological optics maintains its interest
even today.  Early in this century, Wertheimer (1912) noticed that during apparent
motion, the correspondence between wholes or "fields" in successive frames
seemed to amount to more than correspondence between their constituents. This
observation started the Gestalt school of psychology, which was concerned with
describing qualities of wholes (thing-quality, solidarity, distinctness), and trying to
formulate the laws that governed their creation. The attempt failed for various
reasons, and the Gestalt school dissolved into the fog of subjectivism.
With the death of the school, many of its early and genuine insights were
unfortunately lost to the mainstream of experimental psychology.
	The next developments of importance were recent and technical.
The advent of electrophysiology in the 1940's and '50's made single cell
recording possible, and with Kuffler's (1953) study of retinal ganglion
cells a new approach to the problem was born.  Its most renouned practitioners
are D. H. Hubel and T. N. Wiesel, who since 1959 have conducted an influential
series of investigations on single cell responses at various points
along the visual pathway in the cat and the monkey.
	Hubel & Wiesel (1962) used the notion of a cell's "receptive field" to
classify the cell types of primary and secondary visual cortex
into simple, complex, and hypercomplex cells.  Simple cells are orientation-sensitive
and roughly linear:  That is, their receptive fields are divided into parallel elongated
excitatory and inhibitory parts which summate, and a simple cell's response to a
stimulating pattern is
roughly predictable from its receptive field geometry.  Complex cells are
not linear, but apparently respond to edges and bars over a wider range
than a simple cell.  Hypercomplex cells seem to respond best at points
where an edge or bar terminates. How the different types of cell
are connected and why they behave as they do is controversial.
	Students of the psychology of perception were also affected by a
technological advance, the advent of the digital computer.  Most
notably, it allowed B. Julesz (1971) to construct random dot stereograms,
which are image pairs constructed of dot patterns
that appear random when viewed monocularly, but
which fuse when viewed one through each eye to give a percept of shapes
and surfaces with a clear three-dimensional structure. Such percepts are
caused solely by the stereo disparity between matching
elements in the images presented to each eye.
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(figure 1 near here)
	Very recently, considerable interest has been attracted by a rather
different approach.  In 1971, R. N. Shepard and J. Metzler (1971) made line
drawings of simple objects, which differed from one another either by a
3-D rotation relative to the viewer, or by a rotation plus a reflection (see figure 1).
They asked how long it took to decide whether two depicted objects
differed by a rotation and reflection, or merely a rotation. They found
that the time taken depended on the 3-D angle of rotation necessary to
bring the two objects into correspondence, not the 2-D angle between their
images; and that it varied linearly with this angle. Similar findings
have been reported in many subsequent investigations, and
have led to the resurgence of ideas about mental imagery, and to
analogies between visual recognition and computer graphics systems (Shepard 1975).
	Interesting and important though these findings are, one must
sometimes be allowed the luxury of pausing to reflect upon the overall
trends that they represent, in order to take stock of the kind of
knowledge that is accessible to these techniques.  This proposal is itself an
attempt at examining the link between various current approaches, including
those of neurophysiology
and psychophysics.  We would also like to know what
are the limitations of these approaches, and how can one compensate for their
deficiencies?
	Perhaps the most striking feature of these disciplines at present is their
phenomenological character.  They describe the behavior of cells or of
subjects, but do not explain it. What is area 17 actually doing? 
What are the problems in doing it that need explaining, and at
what level of description should such explanations be sought?
	In trying to come to grips with these problems, D. Marr and his students
at the M. I. T. Artificial Intelligence Laboratory
have adopted a point of view that regards visual perception as
a problem primarily in information processing. The problem commences with
a large, gray-level intensity array, and it culminates in a ε1descriptionε0
that depends on that array, and on the purpose that the viewer brings to it.
Viewed in this light, a theory of visual information processing
will exhibit the four levels of description that, as we saw in the
introduction, are attached to any device that solves an information processing
problem; and the first task of a theory of vision is to examine the top
level. What exactly is the underlying ε1natureε0 of the computations
being performed during visual perception?

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ε2A computational approach to visionε0
	The empirical findings of the last 20 years, together with
related anatomical (Allman 1972, 1973, 1974a, b & c,
Zeki 1971) and clinical (e.g. Luria 1970, Critchley
1953, Vinken & Bruyn 1969) experience, have
strengthened a view for which widespread indirect evidence previously
existed, namely that the cerebral cortex is divided into many different
areas that are distinguished structurally, functionally and by their
anatomical connections. This suggests that, to a first approximation
visual information processing can be thought of as having a ε1modularε0
structure, a view which is strongly supported by evolutionary arguments.
If this is true, the task of a top-level theory of vision is clear; what are the
modules, what does each do, and how?
	The approach of the M. I. T. Artificial Intelligence Laboratory
to the vision problem rests on these assumptions.
We believe that the principal problems at present are (a) to formulate
the likely modularization, and (b) to understand the computational
problems each module presents.  Unlike simpler systems like the fly (Reichardt &
Poggio 1976, Poggio & Reichardt 1976), the first step is the
most difficult, just as formulating a problem in physics is often more
difficult for a skilled mathematician than solving it.
Nevertheless a variety of clues is available, from psychophysics and
neurohysiology to the wide and interesting range of deficits reported in
the literature of clinical neurology. Those cases in which a patient
lacks a particular, highly circumscribed faculty are particularly
interesting (e.g. Warrington & Taylor 1973, Efron 1968); but more
general impairments can also be informative, particularly the agnosias in
which higher level analysis and interpretation are damaged while leaving
other functions, like texture discrimination and figure-ground
separation, relatively unimpaired. Such evidence must be treated with
due caution, but it encourages us to examine ways of squeezing the last
ounce of information from an image before taking recourse to the
descending influence of high-level interpretation on early processing.
Computational evidence can also be useful in suggesting that a certain
module may exist. For example, Ullman (1976a) showed that fluorescence
may often be detected in an image using only local cues, and the method
is so simple that one would expect something like it to be incorporated
as a computational module in the visual system, even though we are not
aware of any supporting evidence, either clinical, physiological, or
psychological. The same may be true of other visual qualities like
glister and wetness, just as it is generally believed to be true for
color, motion and stereopsis.
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(figure 2 near here)
	In order to introduce the reader to our approach, the next few
sections present brief summaries of a particular modularization, and
the associated theories, that we have been studying
over the last two years and which is illustrated by figure 2. We are perfectly aware
that the particular decomposition chosen here may not be exactly correct,
and even if it is, the separation of modules is certainly not complete.
All of the modules described here have been implemented in computer programs
which demonstrate that this particular scheme works for a number of
natural images. Alternative decompositions that have been tried, in
particular those that rely on much more interaction between low-level
processing and high-level interpretation of an image, (e.g. Freuder (1975),
Shirai (1973)) have not hitherto led to such satisfactory and promising results.

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(figure 3 near here)
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ε11: The Primal Sketchε0 (Marr 1976a)
	It is a commonplace that a scene and a drawing
of the scene appear very similar, despite the completely different grey-level images to
which they give rise.  This suggests that the artist's local symbols correspond in some
way to natural symbols that are computed out of the image during the normal course
of its interpretation.  The first part of our visual information
theory therefore asserts that the first operation on an image
is to transform it into its raw ε1primal
sketchε0, which is a primitive but rich ε1descriptionε0 of the intensity changes
that are present. Figure 3 shows an example. In order to obtain this description,
approximations to the first and second directional derivatives of intensity are
measured at several orientations and on several scales everywhere in the image,
and these measurements are combined to form local
descriptive assertions.  The process of computing the primal sketch
involves five important steps, the first of which can be compared with the
measurements that are apparently made by simple cells in the visual cortex. 
One prediction made by this part of the theory
is that a given intensity change itself determines which simple-cell
measurements are used to describe it.  This is in direct contrast to theories which
assert that each simple cell acts as a "feature-detector", whose output is freely
available to subsequent processes.  If this is true, it requires that
a well-defined interaction take place between simple-cell like measurements
made at the same orientation and position in the visual field but with different
receptive field sizes (see Marr 1976a).
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(figure 4 near here)
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ε12: Stereopsisε0 (Marr 1974, Marr & Poggio 1976)
	Suppose that images of a scene are available, taken from two
nearby points at the same horizontal level. In order to compute stereoscopic
disparity, the following steps must be carried out: (1) a particular
location on a surface in the scene must be chosen from one image; (2) that
location must be identified in the other image; (3) the relative positions
of the two images of that location must be measured. Notice that methods based on
grey-level correlation between images fail to satisfy these conditions
because a grey-level measurement does not define a point on a physical surface
independently of the optics of the imaging device.
The matching must be based on objective markings that lie on a physical surface,
and so one has to use predicates that correspond to changes in reflectance.
One way of doing this is to obtain a primitive description of the intensity changes
that exist in each image, and then to match these descriptions.
Line and edge segments, blobs, and edge termination points correspond quite closely
to boundaries and reflectance changes on physical surfaces.
	The stereo problem may thus be reduced to that of matching two primitive
descriptions, one from each eye. One can think of elements of these
descriptions as having only position information, like the black points
in a random-dot stereogram, although in practise there exist some rules about
which matches between descriptive elements are possible, and which are not.
There are physical constraints that translate into two rules for how the left and right
descriptions are combined:
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(1) ε1Uniquenessε0. Each item from each image may be assigned
at most one disparity value. This condition rests on the premise that the
items to be matched have a physical existence, and can be in only one place at a time.
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(2) ε1Continuityε0. Disparity varies smoothly almost everywhere. This condition
is a consequence of the cohesiveness of matter, and it states that only a relatively
small fraction of the area of an image is composed of boundaries.
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These conditions  on the computation are represented geometrically
in figure 4a. Later in the article, we exhibit a network that implements
these conditions, and we illustrate how it solves random-dot stereograms.
	In this case the computational problem is rather well-defined, essentially
because of Julesz's (1971) demonstration that random-dot stereograms, containing
no monocular information, yield stereopsis.  It is not yet completely clear however
what mechanisms are actually available for implementing this computation (for instance
do eye movements play a critical role?).  As a consequence, it is an open question
whether the cooperative algorithm introduced later is used, or whether simpler
"serial" scanning algorithms may actually be implementing the stereopsis
computation (see Marr & Poggio 1976).

ε13: Structure from apparent motionε0
	It has long been known that as an object moves relative to the viewer,
the way its appearance changes provides information about its shape, and
we are able to use that information to infer shape. This problem decomposes into two parts:
(a) matching the elements that occur in consecutive frames; and (b) deriving
shape information from measurements of the changes in position between successive
frames.  It presently looks
as though (a) will yield to a combination of the local preference measures that
Ullman (1976b) has measured psychophysically, and a method similar to that of Marr &
Poggio (described above) for the stereo matching problem;
and Ullman (1976b) has solved problem (b). The idea is this. In
general, nothing can be inferred about the shape of an object given only a
set of views of it. Some extra assumptions have to be made. Ullman made
the assumption that the viewed objects are ε1rigidε0, and derived a method
for computing shape from successive views based on this. The method gives results
that are quantitatively superior to the ability of humans to determine shape from
motion, and which fail in qualitatively similar circumstances. He has also
devised a set of simple parallel algorithms by which the method may be
implemented.

ε14: Grouping and texture visionε0 (Marr 1976a)
	The primal sketch of an image is in general a large and
unwieldy collection of data.  This is an unavoidable
consequence of the irregularity and complexity of natural images. 
The next important computational problem is how to decode the primal sketch.  For most
images, it appears unnecessary to invoke specific hypotheses about what is there
until considerably later in the processing.  The theory next applies
a number of quite general selection and grouping processes to elements in
the primal sketch.  The purpose of these processes is to organise the local
descriptive elements into ε1formsε0 and ε1regionsε0, which are
closed contour groups that are obtained in various ways.
Regions may be defined by their boundaries, which have been formed by
grouping together some set of edge, line, or place-tokens; or they may be defined
by a first-order predicate operating on the primal sketch elements within
it. This second method corresponds to the definition of a region by a texture,
and it leads to a theory of the processes on which texture discrimination is
based.
	It is important to realize that
the descriptive items that may be grouped here can be very abstract - like
tokens for the end of a line, a blob, or a constructed line that joins two blobs. 
Tokens are created for each new group, and these
tokens themselves become subject to the operation of the same or similar
grouping processes as operated on elements of the raw primal sketch. 
The grouping processes are very conservative.  They satisfy a principle that seems
to have general application to recognition problems, called the ε1principle
of least commitmentε0, which states that nothing should be done that may
later have to be undone.  Only "obvious" groupings are made,
and where there is doubt between two possible groupings, both are constructed
and held pending subsequent selection. Figure 3 illustrates some results of
applying these grouping processes. 

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(figure 5 near here)
ε15:  Representation and recognition of 3-dimensional shapeε0
	The last two components of the theory concern the representation
of three-dimensional shapes.  One component deals with the nature of the
representation system that is used, and the other with how to obtain it
from the types of description that can be delivered from the primal sketch.
The key ingredients of the representation system are:
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(a) The deep structure of the three-dimensional representation of an
object consists of a stick figure, where in formal terms each
stick represents one or more axes in the object's generalized cone
representation, as illustrated in figure 5.
In fact, a hierarchy of stick figures exists, that allows
one to describe an object on various scales with varying degrees of detail.
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(b) Each stick figure is defined by a propositional database called a ε13-D model.ε0
The geometrical structure of a 3-D model is specified by storing the
relative orientations of pairs of connecting axes.  This specification is
local rather than global, and it contrasts with schemes in which the position of
each axis is specified in isolation, using some circumscribing frame of reference.
(See legend to figure 5).
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(c) When a 3-D model is being used to interpret an image, the geometrical
relationships in the model are interpreted by a computationally simple
mechanism called the ε1image-space processorε0, which may be thought of as a
device for representing the positions of two vectors in 3-space, and for
computing their projections onto the image.
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(d) During recognition, a sophisticated interaction takes place between
the image, the 3-D model, and the image-space processor.  This interaction gradually
relaxes the stored 3-D model onto the axes computed from the image. 
Some facets of this process resemble
the computation of a 3-D rotation, but a simple computer graphics metaphor
is misleading. In fact, the rotations take place on abstract vectors (the axes)
that are not even present in the original image; and at any moment, only
two such vectors are explicitly represented.
	The essence of this part of the theory is a method for
representing the spatial disposition
of the parts of an object and their relation to the viewer.
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(figure 6 near here)
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ε16: 2 1/2 - dimensional analysis of an imageε0 (Marr 1976c, Marr & Vatan in preparation)
	In simple images, the forms delivered from the primal sketch
correspond to the contours of physical objects.
Finally therefore, we need to bridge the gap between such forms and
the beginning of the 3-D analysis described in the previous paragraph.
We call this 2 1/2 - 
dimensional analysis, and it consists largely of assigning to contours labels,
that reflect aspects of their 3-dimensional configuration, before that configuration
has been made explicit.  The most powerful single idea here is the distinction between
convex and concave edges and contour segments.  One can show that these distinctions
are preserved by orthogonal projections, and can be made the basis of a segmenting
technique that decomposes a figure into 2-D regions that correspond to the
appropriate 3-D decomposition for a wide range of viewing angles (see figure 6).  
Marr (1976c) has proved that the assumptions, that are implicit in the use of
the convex-concave distinction to analyze a contour, are equivalent to assuming
that the viewed shapes are composed of generalized cones. This adds additional
support for using the stick-figure scheme based on generalized cones to
represent 3-D shapes.
The theory assigns many alternating figure effects like the Necker cube to
the existence of alternative self-consistent labellings computed at this stage.
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(figure 7 near here)
	It is perhaps worth mentioning one interesting point that has emerged from this
way of recognising and representing 3-D shapes.  Warrington & Taylor (1973)
described patients with right parietal lesions who had difficulty in recognising
objects seen in "unconventional" views - like the view of a water pail seen from
above (see figure 7).  They did not attempt to
define what makes a view unconventional.  According
to our theory, the most troublesome views of an object will be those in which
its stick-figure axes cannot easily be recovered from the image. 
The theory therefore predicts that
unconventional views in the Warrington & Taylor sense will correspond to those
views in which an important axis in the object's generalised cylinder
representation is foreshortened.  Such views are by no means uncommon - if a 35mm camera
is directed towards you, you are seeing an unconventional view of it, since the axis
of its lens is foreshortened.

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ε1Examples of algorithms and mechanismsε0
	Between the top and bottom of our four levels lie descriptions of
algorithms and descriptions of mechanisms.  The distinction between these two
levels is rather subtle, since they are often closely related.  The
form of a specific algorithm can impose strong constraints on the
mechanisms,  and conversely.   Let us consider three examples.
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(figure 8 near here)
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ε11: "Simple" algorithmsε0
	An algorithm operates on some kind of input and yields a
corresponding output.  In formal terms, an algorithm can be thought of
as a mapping between the input and the output space. Perhaps the
simplest of all nonlinear operators on a linear space are the so-called
polynomial operators.  They encompass a broad spectrum of applications
including all linear problems, and they approximate all sufficiently smooth,
nonlinear operators.  For this particular class of "simple" algorithms
(i.e. representable through a "smooth" operator) polynomial
representations provide a canonical decomposition in a series of
simpler, multilinear operators. Figure 8 shows this decomposition in
terms of interactions or "graphs" of various orders: in this way an algorithm, or
its network implementation, may be decomposed into an additive sequence of
simple, canonical terms, just as in another context, a function can be conveniently
characterized by its various Fourier terms.   Moreover, functional and
computational properties can  be associated with interactions of a given
order and type.
	Poggio & Reichardt (1976) used the polynomial representation of functionals
to classify the algorithms underlying movement, position
and figure-ground computation in the fly's visual system. The idea was to
identify which terms, among the diversity of the possible ones, are
implied by the experimental data.  Figure 8  shows the graphs that play a
significant role in the fly's control of flight and, in this sense,
characterize the algorithms involved.  The notion that seems to capture
best the  "computational complexity" of these simple, smooth mappings is
the notion of p-order (perceptron-order, see Poggio and Reichardt, 1976). 
Movement computation in the fly is of order 2, and figure-ground
discrimination in the simple case of relative motion depends on
fourth-order graphs, but possibly with p-order 2.  A closed or Type 1
(Marr 1976b) theory of this kind may be a useful way of characterizing
preprocessing operations in nervous systems.  The approach has a rather
limited validity however, since it does not apply to the large and
important class of "non-smooth" algorithms, where cooperative effects,
decisions and symbols play an essential role. While an arbitrary  number
of mechanisms and circuits may implement these "smooth" algorithms, it
is clear that "forward" interactions between neurons are the most
natural candidates.
	Although the various levels of description are only loosely related,
knowledge of the computation and of the algorithm may sometimes admit
inferences at the lowest level of anatomy and physiology. The
description of the visual system of the fly at the computational and
functional level suggests, for instance, that different, separate neural
structures may correspond to the different computations. Recent data
support this conjecture. Movement computation seems to depend mainly on
receptor system 1-6, while the position computation seems dependent on receptor
system 7-8 (Wehrhahn, 1976 and in preparation). Mutants of Drosophila,
normal with respect to the movement algorithm, are apparently disturbed
in the position algorithm (Heisenberg, in preparation).
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ε12: "Cooperative" algorithmsε0
	A more general and not precisely definable class of algorithms
includes what one might call cooperative algorithms. Such algorithms
may describe bifurcations and phase transitions in dynamical systems. An
essential feature of a cooperative algorithm is that it operates on many
"input" elements and reaches a global organization ε1viaε0 local but highly
interactive constraints.  An apparently cooperative algorithm plays a
major role in binocular depth perception (Julesz 1971).  The
stereopsis computation defined by figure 4a  applies many
local constraints to many local inputs to yield a final state consistent
with these constraints.  Various mechanisms could implement this type of
algorithms. Parallel, recurrent, nonlinear interactions, both excitatory
and inhibitory, seem to represent a natural implementation.  In the
stereopsis case such a mechanism is illustrated in the rest of figure 4.  This mechanism
may be realized through many different components and circuitries.  In
the nervous system, however, there are certain very obvious candidates,
which allow some definite predictions.  For instance, one is led
to conjecture the existence of disparity columns (actually layers)
of cells with reciprocal excitatory short-range interactions on each
layer and long-range inhibitory interactions between layers with the
characteristic "orthogonal" geometry of figure 4. Figure 9 shows that
this algorithm succesfully extracts depth information from random-dot
stereograms. The algorithm exhibits typical cooperative phenomena, like
hysteresis and disorder-order transitions.   It is important to stress
that it is the computational problem which determines the structure of
the excitatory and inhibitory interactions, and not "hardware"
considerations about neurons or synapses.  The apparent success of this
cooperative algorithm in tackling the stereo problem suggests that other
perceptual computations may be easy to implement in similar ways.
Likely candidates are "filling-in" phenomena, subjective
contours, figural reinforcement,  some kinds of perceptual grouping and
associative retrieval. In fact the associative retrieval network described by
Marr (1971), in connexion with a theory of the hippocampal cortex, implements a
cooperative algorithm.
.br
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(figure 9 near here)
.br
ε13: Procedural algorithmsε0
	Still another and larger class of algorithms is represented by
the specification of procedures, and the construction and
manipulation of explicit symbolic descriptions. For example, the 3-D
representation theory described in part 5 of the previous section explains how the
stick figure representation of a viewed object may be obtained from an image, and
manipulated during recognition. The detailed specification of the
algorithms involved here is carried out by defining the datastructures
that are created to represent the situation, and by specifying
procedures that operate on these datastructures in accordance with the
information currently being delivered from the image, and that available
from stored models.
	This way of specifying an algorithm is very general and
powerful, although unlike the two other ways that we discussed, it is a
far cry from the circuitry level of description at which
neurophysiological experiments are carried out. In a digital computer,
one does not try to bridge the gap between these two levels in one step.
Instead, a basic instruction set, an assembler, a high level language (LISP,
ALGOL) and a compiler are interposed to ease the burden of passing from the
description of a computation down to the specification of a particular
pattern of current flow.
	We may eventually expect a similar intermediate vocabulary to be
developed for describing the central nervous system. Hitherto, only one non-trivial
"machine-code" operation has been studied in the context of neural
hardware, namely simple storage and retrieval functions (Marr 1969 & 1971, and
Brindley 1969).
.sp
.center
ε2Discussionε0
	The prospects for this approach to the problems of visual information
processing look very bright. In one case, that of stereopsis, we have been
able to carry out a complete analysis of the problem, starting with the structure
of the computation, and following it right down to psychophysical and
neurophysiological predictions. As far as we are aware, this is the first
time that this has been done. Although the cerebellar theory of Marr (1969)
provided a theory of a particular mechanism (of associative memory) and
its neurophysiological predictions, it did not show how this mechanism
could be used to execute motor skills. The stereopsis theory also contains
what we believe is the
first use of a cooperative algorithm to solve an information processing
problem. As a psychological model the theory may of course
be shown to be false, and part of its value is that it can be. Even if it is,
we feel that it exhibits the correct ε1formε0 for a theory in this subject,
and is valuable if only because of that. Another point of particular interest
is the way that clues from clinical neurology, and predictions about such findings,
are often combined by a computational theory with information about neurophysiology
and psychology (e.g. the 3-D theory described above). We feel that this aspect of the
research, together with the extensive use of psychophysical techniques, will become
increasingly important as the theories' details are worked out.
	The research that needs to be done falls into two main categories, research
at level 3 on algorithms, and research at level 4 on the many computational problems
that have not yet been examined. An example of the first type is to understand
the relation between various types of best-fit associative retrieval algorithm; the
cooperative algorithm of Marr (1971); Elia's algorithm and Rivest's
extensions of it (see e.g. Rivest 1974); and Poggio's algorithm based on
the Moore-Penrose pseudo-inverse of a singular matrix (Poggio 1975). An understanding
of the power of these algorithms, and of the relation between them, seems to be
an essential prerequisite for studying neural networks for retrieval. This in turn
is probably an important problem, because most computations demand that, at some
stage, information is retrieved from a store and used.
	Examples of the second category are abundant. The modules we have already
described need to be cleaned up; there are many problems in figure-ground
separation, texture vision, color vision and other early phenomena that
need careful study, and later areas of visual information processing
are almost untouched. The importance to this research of establishing
good communication between the disciplines of computer science and experimental
psychology needs no emphasis, since that is how computational theories can
ultimately be put to the test. As far as we can tell, an interdisciplinary
approach to the vision problem based on a theoretical computational approach
of the kind we have described, stands poised to make a significant contribution
to our knowledge of visual perception.
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ACKNOWLEDGEMENTS: I thank Tomaso Poggio for many discussions.
This report describes research done at the Artificial
Intelligence Laboratory of the Massachusetts Institute of Technology. Support
for the laboratory's artificial intelligence research is provided in part by the
Advanced Research Projects Agency of the Department of Defense under Office
of Naval Research contract N00014-75-C-0643. 
.sp 2
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