Open Lightness perception Adelson, 2000

The square in the shadow.

In six scenes you match the grey of a dotted square by adjusting an empty square on a neutral background: in a shadow, on dark and light backgrounds, between black and white stripes. At the end we remove the context: you see with your own eyes that two squares that look different are exactly the same grey.

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EXP. 046

Can you separate a square in the shadow from its context and set its grey correctly? Does your eye measure light, or surfaces?

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Science box

The light reaching our eyes is the product of a surface's colour and the light falling on it. The visual system tries to separate the two and estimate the surface's own lightness; this usually works, but it also makes us see the same grey differently in different contexts.

What we measure

We measure how much the context around a square changes the grey you see. In each of six rounds, a square in a scene drawn for this experiment has a small white dot in its middle. Below the scene, an empty square sits on a neutral grey (L* 50) background; by dragging the slider or the screen left and right you adjust this square's grey to match the dotted square. There are three illusions, each coming twice. In the shadow scene an orange block casts a shadow onto a floor of light and dark tiles; the shadow reduces the light to 45 per cent. In one round you match a light tile in the shadow, in the other a dark tile in the light, and these two tiles are exactly the same grey. In the simultaneous contrast scene the background runs from dark on the left to light on the right; in one round you match the square at the dark end, in the other the square at the light end. In White's illusion, parts of horizontal black and white stripes are replaced with grey; in one round you match the grey on a black stripe, in the other the grey on a white stripe. The target grey's lightness is chosen at random between L* 40 and 58 in each round, and the empty square starts 14 to 24 units away. The error is the L* difference between the grey you set and the target grey; each round scores 10 / (1 + (|difference| / 8)^1.6), and the six rounds add up to at most 60 points. For each illusion we calculate the difference between the values you set for the same grey in the two contexts, which we call divergence; a positive value means you diverged in the direction the context suggests. At the end we remove the context and show the two twin squares side by side on a neutral background.

What the research says

Vision science distinguishes a surface's perceived lightness from the perceived intensity of the light reaching the eye (brightness). Heinemann (1955) measured how the perceived brightness of a test field depends on the luminance of its surround by systematically varying the luminances of both fields: one of the classic measurements of simultaneous contrast. In 1979 Michael White showed that grey patches placed within black and white stripes look lighter on a black stripe and darker on a white stripe, the opposite of what simple contrast predicts. In 1993 Edward Adelson published new brightness illusions in Science that simple mechanisms like contrast cannot explain, showing that how stimuli are grouped strongly affects perception; his checker-shadow illusion, published in 1995, became one of the best-known demonstrations in the field. Adelson (2000) argued that the visual system estimates an 'atmosphere' that maps luminance to reflectance, and that edges, junctions and grouping play a central role in this computation. In their anchoring theory, Gilchrist and colleagues (1999) proposed that the brain takes the lightest surface in a framework to be white and scales the other surfaces relative to it, and that a weighted combination of local and global frameworks explains errors that depend on both shadows and surroundings.

Why it happens

In the natural world the same surface reflects very different amounts of light in shade and in sunshine. If the visual system reported incoming light as it is, a white shirt stepping into the shade would look grey. Instead, the system estimates how the light is distributed and tries to separate the surface's colour from it; this is called lightness constancy. In the shadow illusion this computation works perfectly: we see the light tile in the shadow as what it really is, a light tile; it's just that this time we are measuring the light it reflects, and the brain shows us the surface rather than the light. Explanations for simultaneous contrast and White's illusion are debated. At first sight the direction of White's effect looks as if the grey patch takes on the colour of the stripe it sits on (assimilation); but Kingdom and Moulden (1991) showed that their measurements did not support assimilation and that the effect could be explained by two contrast mechanisms, one local and one acting over a wider area. Blakeslee and McCourt (1999) explained White's effect and simultaneous contrast in a single framework with an early-stage model built from orientation-sensitive filters, while grouping and anchoring theories emphasise a higher-level interpretation. Kingdom (2011) summed up the past quarter century of this field as 'unrelenting controversy'.

Limitations

Screens are not calibrated: brightness, contrast, night mode, blue-light filters and auto-brightness change the greys you see; we recommend turning brightness up and night mode off. We computed the greys from L* with the standard sRGB gamma curve; if your screen's curve differs, the L* values may shift, but the twin squares are always exactly the same pixel value. Because the scene and the matching square are on the same screen at the same time, your eye adapts to both at once; laboratory experiments control viewing time and adaptation more tightly. Each illusion is measured only twice; one person's divergence is noisy, and the general picture comes from the crowd's data. The scenes were drawn originally for this experiment; they are not a copy of Adelson's original image.

checker-shadow illusion (1995)A light square in shadow and a dark square in light reflecting the same lightAdelson, 2000
White's illusionGrey patches look lighter on black stripesWhite, 1979
Adelson, 1993Illusions that depend on grouping, not simple contrastAdelson, 1993
anchoring theoryThe lightest surface in a framework looks whiteGilchrist et al., 1999
oriented filtersEarly filter model explaining White's effect and contrast togetherBlakeslee and McCourt, 1999
  1. Adelson, E. H. (2000). Lightness perception and lightness illusions. In M. Gazzaniga (Ed.), The New Cognitive Neurosciences (2nd ed., pp. 339–351). MIT Press. View source ↗
  2. Adelson, E. H. (1993). Perceptual organization and the judgment of brightness. Science, 262(5142), 2042–2044. View source ↗
  3. Gilchrist, A., Kossyfidis, C., Bonato, F., Agostini, T., Cataliotti, J., Li, X., Spehar, B., Annan, V., & Economou, E. (1999). An anchoring theory of lightness perception. Psychological Review, 106(4), 795–834. View source ↗
  4. White, M. (1979). A new effect of pattern on perceived lightness. Perception, 8(4), 413–416. View source ↗
  5. Heinemann, E. G. (1955). Simultaneous brightness induction as a function of inducing- and test-field luminances. Journal of Experimental Psychology, 50(2), 89–96. View source ↗
  6. Kingdom, F., & Moulden, B. (1991). White's effect and assimilation. Vision Research, 31(1), 151–159. View source ↗
  7. Blakeslee, B., & McCourt, M. E. (1999). A multiscale spatial filtering account of the White effect, simultaneous brightness contrast and grating induction. Vision Research, 39(26), 4361–4377. View source ↗
  8. Kingdom, F. A. A. (2011). Lightness, brightness and transparency: A quarter century of new ideas, captivating demonstrations and unrelenting controversy. Vision Research, 51(7), 652–673. View source ↗

A white shirt in the shade

On a sunny day a white shirt stepping into the shade of a tree can reflect less light than a grey stone in the sun. Yet we see the shirt as white and the stone as grey. Our eye does not work like a light meter; it estimates how much of the incoming light comes from the surface and how much from the illumination.

In this experiment you try to separate a square from its context in six scenes and set its grey. In every scene the dotted square has a twin: the two are exactly the same grey, but one is in the shadow and the other in the light, or one is on a dark background and the other on a light one. At the end we remove the context and show the twins side by side.

The shadow illusion

Edward Adelson's checker-shadow illusion, published in 1995, is one of the best-known images in vision science. A cylinder casts a shadow on a checkerboard; a light square in the shadow and a dark square in the light reflect the same light, yet one looks light and the other dark. The shadow scene in this experiment follows the same idea but was drawn from scratch: an orange block casts a soft-edged shadow onto a floor of light and dark tiles.

We computed the scene physically: the shadow reduces the light to 45 per cent, and the light tiles reflect exactly that much more light than the dark ones. So the light tile in the shadow and the dark tile in the light are drawn with the same pixel value. If you set the tile in the shadow as light, your visual system did the right thing: it took the shadow into account and saw the tile itself.

Simultaneous contrast

A grey square in the middle of a dark background looks lighter than the same square in the middle of a light background. This simultaneous contrast illusion has long been known. Heinemann measured it systematically in 1955: he varied the luminance of the surround and of the test field step by step and recorded how bright the test field looked.

In this experiment the background changes smoothly from dark on the left to light on the right; the two squares are exactly the same grey. In one round you match the square at the dark end, in the other the square at the light end. According to the anchoring theory proposed by Gilchrist and colleagues in 1999, the brain takes the lightest surface in a framework to be white and scales the other surfaces relative to it; the square with a dark surround is the 'lightest' in its own small framework, so it looks lighter.

White's illusion

In 1979 Michael White published a strange illusion in the journal Perception. When parts of horizontal black and white stripes are replaced with the same grey, the grey patches on black stripes look lighter than those on white stripes. What's strange is this: most of the edges of a grey patch on a black stripe border white. Simple contrast should make it look darker; the result is the opposite.

At first sight the direction of the effect looks as if the grey patch takes on the colour of the stripe it sits on. But in 1991 Kingdom and Moulden showed that their measurements did not support this 'assimilation' explanation, and that the effect could be explained by two contrast mechanisms, one local and one acting over a wider area. In 1999 Blakeslee and McCourt explained White's effect and simultaneous contrast in a single framework with a model built from orientation-sensitive filters.

Early filters, or interpretation?

How much of these illusions comes from early filters in the eye and primary visual cortex, and how much from a higher-level interpretation of the scene, is still debated. In 1993 Adelson showed in Science that small changes to the stimuli, which hardly changed the contrast at all, greatly changed the strength of an illusion: how the shapes were grouped determined the grey we saw.

In 2011 Fred Kingdom summed up the past quarter century of this field as 'new ideas, captivating demonstrations and unrelenting controversy'. Among the most promising approaches he listed multi-scale filter models and the idea that the visual system splits the image into layers of reflectance, illumination and transparency. This experiment won't settle that debate, but it puts side by side how much the same people diverge in three illusions.

Your score and your screen

Each round's score is calculated from the L* difference between the grey you set and the square's true grey: 10 / (1 + (|difference| / 8)^1.6). A 4-unit difference earns about 7.5 points and 8 units earns 5 points; the six rounds add up to at most 60 points. L* is a lightness scale from 0 (black) to 100 (white) on which equal numerical differences look roughly equal to the eye.

Screens are not calibrated. We recommend turning brightness up and switching off night mode and blue-light filters. Whatever screen you use, the twin squares have the same pixel value; the strength of the illusion depends not on the quality of the screen but on the structure of the scene.

FAQ

Are the two squares really the same grey?

Yes. In every scene the dotted square and its twin are drawn with exactly the same pixel value. On the results screen we remove the context and show the two side by side on a neutral background; you can bring the context back and remove it again.

How is my score calculated?

We find the L* difference between the grey you set and the target grey, and the score is 10 / (1 + (|difference| / 8)^1.6), rounded to two decimals. An 8-unit difference earns 5 points. The total for six rounds is at most 60.

What does 'divergence' mean?

In each illusion you set the same grey in two different contexts. The difference between your two answers is the divergence: for example, if you set the light tile in the shadow 8 units lighter than the dark tile in the light, your divergence is +8 L*. A positive value means you diverged in the direction the context suggests; a value near zero means the context did not affect you.

Is being fooled a bad thing?

No. Being fooled by the shadow illusion shows that your visual system takes shadows into account correctly; in the real world, this is how we see the colours of objects as stable even when the light changes. Illusions are small windows onto how the system works.

Does my screen affect the result?

Yes. Brightness, contrast, night mode and blue-light filters change the greys; we recommend switching these settings off. But the twin squares have the same pixel value on every screen; the illusion appears regardless of the screen's calibration.

What are the daily series and the challenge?

In free play the order of the scenes, the grey values and the positions of the squares are chosen afresh each time. In the daily series everyone sees the same scenes that day; the day changes according to Istanbul time. In a challenge you play exactly your friend's scenes via their link; in a race room 2–6 people play the same scenes at the same time. Only your first game is kept in the scientific data.

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