Showing A Computer How To Sketch
A sketch is a compilation of shape and motion from the perspective of the
artist creating it. Typically a sketch will be made up of lines representing
the edges of objects and the boundaries between shapes. It contains most of
the details important in percieving the vision of the concept itself.
How, then, can a computer generate a sketch which mimics that of a human
creation?
The short answer is: it can't. A computer has no awareness of human
perception, nor does it have any sort of conceptual vision in which to apply
to this perception. A computer does, however, have tremendous analytical power.
It can simulate the concepts a human uses to create a sketch by analyzing
the edges and directions present in an image, in much the same way our own brains do --
at the most basic level.
Our visual system is highly complex, comprised of billions of neurons with trillions of
connections. Each one of these neurons is wired up and 'trained' to respond to a certain
stimulus and only a certain stimulus. Many neurons in the lower levels of the visual cortex
are wired to respond only to edges of a certain orientation, in a certain location. These
neurons literally do edge detection, and furthermore, are used to tell which direction that
edge is oriented. This is what gives us our primary perception of shapes and boundaries.
Naturally, this seems like a logical place to start training a computer to see like a
human, and in fact, it is the only place I'm focusing on for the duration of this article.
In order to simulate the ability for humans to detect edges and directions in such a way, I
will be using an analysis technique called Digital Signal Processing, or DSP. In DSP, a
specific set of values, called the coefficients, are applied to all parts of an image.
Certain features of the image, in certain places, will have a 'reaction' with these values.
This process is known as convolution, and is widely used in computer graphics as a method
to do all sorts of image processing techniques. Some of the more common types of
convolution include blurring, sharpening, and embossing.
When doing convolution with an image, the coefficients are usually referred to as a matrix, since
the values are oriented in 2D. The values in the matrix are the most important part of determining
what the convolution will produce. In a sharpening matrix, the center value is usually very high, while
the surrounding values are slightly below 0 (-1 or -2). This causes the differences between pixels to be
amplified. In a blurring matrix, the center value is low, with the surrounding values tapering off to zero.
The size and rate the values fall off from the center defines the width and 'shape' of the blur.
The type of convolution matrix I'm using is referred to as a Gabor filter, and is primarily used to do feature
detection by responding only to features of a certain size, and of a certain orientation. The values in a Gabor
matrix are made of a sine wave multiplied by a gaussian function, also known as a bell curve.

(Gabor filters at 0, 33.75, and 90 degree orientations)
These gabor filters are actually made up of a sine
and a cosine wave (red and cyan). The phases of these
waveforms are offset by 90 degrees and make this into an orthogonal filter.
The theory behind this is a little complex, but it is very much related to the reason the X
and Y axes are orthogonal on a 2D grid of pixels.
The sine and cosine parts of the Gabor filter are rotated so that they will detect features parallel
to their orientation. This is where the filter gets its orientation-detecting characteristic. It is actually
commonly believed that our own brains use this filtering method, or one very similar.
Next -- Directionality