How fast do we actually see the world?

Our visual system does not work like a camera shooting at a fixed number of frames per second. There is no single human “FPS.”

Reality is continuous, but our brain processes visual information on different time scales. Some visual mechanisms are remarkably fast; others are much slower. What we perceive depends on what we are looking at, the stimulus, its brightness and contrast, and even where it falls on the retina.

Flicker is a good example.

When a light flickers fast enough, we stop seeing individual flashes and perceive a steady light. But there is no universal cutoff such as 30 or 60 FPS. Under some conditions, humans can detect flicker well above 60 Hz, and the threshold changes with luminance, contrast, stimulus size, retinal location, and other factors.

And detecting a very brief visual event does not mean that we see at 250 FPS. Temporal resolution is not a single number. Different visual tasks have different limits.

Then there is the famous wagon-wheel illusion.

A spinning wheel can appear to slow down, stop, or even rotate backward. In films, this is a straightforward consequence of the camera sampling the motion at discrete intervals. Interestingly, similar effects can also occur under continuous illumination, suggesting that temporal sampling or aliasing may also occur within the visual system itself. The exact mechanism, however, is more complicated than simply saying that the brain “takes snapshots.”

And what about the feeling that time slows down during danger?

It can certainly feel that way. But experiments have found no evidence that frightening situations suddenly increase our temporal resolution—as if the brain switched to a higher frame rate. Instead, the experience seems to involve changes in attention, memory, and the way the event is reconstructed afterward.

So forget the idea that your brain runs at 30, 60, or 250 FPS.

There is no single frame rate for human vision.

We don’t simply record reality.

We construct our experience of it.

KINECHROMATICS: A new three-framed animation

Kinechromatics (patent pending) is a method of my invention for animating static images through retinal persistence and controlled interactions between additive and subtractive color systems. It produces apparent motion by sequential color filtering across layered chromatic structures, rather than relying on conventional frame-by-frame animation.

Kinechromatics static image

The static image above is made of 3 layers having each a different subtractive primary color (magenta, yellow, or cyan) blended in ‘multiply mode’…

What happens if we alternately overlay this image with transparent colored acetate sheets, each carrying an additive primary color (red, green, and blue)?

Kinechromatics red

Kinechromatics: red filter
When viewed through a red acetate sheet, the magenta and yellow components are largely absorbed, while the cyan layer remains visible, appearing black.

Kinechromatics green

Kinechromatics: green filter
Through a green acetate sheet, the cyan and yellow components are suppressed, revealing the magenta layer in black.

Kinechromatics blue

Kinechromatics: blue filter
Through a blue acetate sheet, the magenta and cyan components are reduced, allowing the yellow layer to emerge but appear black due to its lack of transmission in the blue range.

The animated GIF below produces a continuous motion effect using only four elements: a static base image and three full-color layers blended in multiply mode.

Kinechromatics animation

Colored light can also replace acetate filters, creating a seamless optical animation. Stroboscopic illumination in primary colors has the added effect of merging perceptually into white light, making the transitions visually smooth. This approach can be particularly effective in museum or gallery installations, offering a direct demonstration of how color interaction is processed by human vision. The setup consists of a static image containing the Kinechromatics pattern, illuminated sequentially by red, green, and blue projection, as shown in the animation below.

For inquiries about exhibition or collaboration, feel free to contact me.

projector

A second example, a simple animated dancing skeleton, demonstrates the same principle:

dancing skeleton

 

See also:

• Kinegrams