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  <title>Scrutinizer Blog</title>
  <subtitle>Vision science, shader engineering, and the space between.</subtitle>
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  <id>https://andyed.github.io/scrutinizer-www/blog/</id>
  <updated>2026-04-23T15:05:05.192Z</updated>
  <author>
    <name>Andy Edmonds</name>
  </author>
  <icon>https://andyed.github.io/scrutinizer-www/img/icon-192.png</icon>

  <entry>
    <title>v2.6: Isotropic Cortical Sampling</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-03-21-v2.6.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-03-21-v2.6.html</id>
    <updated>2026-03-21T12:00:00Z</updated>
    <published>2026-03-21T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Scrutinizer v2.6: FOVI-derived isotropic cortical sampling. Sector geometry drives displacement rate — seven failed rendering attempts, the key insight, and what shipped.</summary>
  </entry>

  <entry>
    <title>Peripheral Color: From Cliff to Gradient</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-03-16-color-sprint.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-03-16-color-sprint.html</id>
    <updated>2026-03-16T12:00:00Z</updated>
    <published>2026-03-16T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Scrutinizer v2.5 color sprint: 12-band DoG decomposition, swatch-aware chromatic preservation, and a biological desaturation ramp. Validated against Bowers 2025, Hansen 2009, and Mullen &amp; Kingdom 2002.</summary>
  </entry>

  <entry>
    <title>Where Your Eyes Actually Read</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-03-13-reading-span.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-03-13-reading-span.html</id>
    <updated>2026-03-13T12:00:00Z</updated>
    <published>2026-03-13T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Scrutinizer v2.4.0 models Rayner's asymmetric perceptual span — shifting the foveal protection zone in the reading direction during horizontal pursuit over text. Plus: a fovea calibration fix and what it revealed about validation independence.</summary>
  </entry>

  <entry>
    <title>Five Decades to Real Time</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-03-11-luminance-metrics.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-03-11-luminance-metrics.html</id>
    <updated>2026-03-11T12:00:00Z</updated>
    <published>2026-03-11T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Scrutinizer v2.3.0 replaces MIP blur with a WebGPU compute pipeline for real-time metamer texture synthesis — catching up from 1970s acuity models to the Texture Tiling Model. Two WGSL passes, ~900 lines, under 0.3ms on integrated graphics.</summary>
  </entry>

  <entry>
    <title>v2.2: The Oblique Effect</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-03-09-v2.2.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-03-09-v2.2.html</id>
    <updated>2026-03-09T12:00:00Z</updated>
    <published>2026-03-09T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Scrutinizer 2.2: Orientation-selective peripheral blur. Cardinal edges survive further than diagonal ones — matching the oblique effect, V1 simple cell tuning, and radial-tangential crowding asymmetry.</summary>
  </entry>

  <entry>
    <title>v2.1: Measuring the Pipeline</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-03-08-v2.1.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-03-08-v2.1.html</id>
    <updated>2026-03-08T12:00:00Z</updated>
    <published>2026-03-08T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Scrutinizer 2.1: Five-wave psychophysical validation, 8 half-octave DoG bands, Halverson mixed-density crowding, shader fixes found by measurement.</summary>
  </entry>

  <entry>
    <title>v2.0: See What Your Periphery Computes</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-03-07-v2.0.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-03-07-v2.0.html</id>
    <updated>2026-03-07T12:00:00Z</updated>
    <published>2026-03-07T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Scrutinizer 2.0: Minecraft and Eyeball modes render the CMF pipeline as visible geometry. Density-gated crowding, Bowers 2025 chromatic recalibration, Blueprint wireframes from live ARIA.</summary>
  </entry>

  <entry>
    <title>v1.9: The Chromatic Pipeline</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-03-04-v1.9.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-03-04-v1.9.html</id>
    <updated>2026-03-04T12:00:00Z</updated>
    <published>2026-03-04T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Per-channel chromatic pooling replaces uniform desaturation with biologically accurate RG/YV decay. Large colored regions preserve hue into the periphery; small features lose chromatic identity. Plus: congestion-gated pooling, crowding diagnostics, and a headless audit CLI.</summary>
  </entry>

  <entry>
    <title>v1.8: Accuracy Audit &amp; Congestion</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-03-03-v1.8.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-03-03-v1.8.html</id>
    <updated>2026-03-03T12:00:00Z</updated>
    <published>2026-03-03T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Scrutinizer v1.8 tightens the biology — linear M-scaling replaces geometric cutoffs — and ships Feature Congestion (Rosenholtz 2007) as a real-time visual clutter metric.</summary>
  </entry>

  <entry>
    <title>Measuring What Your Eyes Can\u2019t Ignore</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/congestion-score.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/congestion-score.html</id>
    <updated>2026-03-01T12:00:00Z</updated>
    <published>2026-03-01T12:00:00Z</published>
    <category term="Tech Brief"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Running Rosenholtz's Feature Congestion on live web pages — in the desktop app, from the command line, or via MCP for AI-assisted design review. The fixed-σ discovery, saliency vs. congestion, and validation at ρ=0.93.</summary>
  </entry>

  <entry>
    <title>MIP Chains &amp; Peripheral Vision</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/mip-chain-explainer.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/mip-chain-explainer.html</id>
    <updated>2026-03-01T12:00:00Z</updated>
    <published>2026-03-01T12:00:00Z</published>
    <category term="Tech Brief"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Interactive explainer: how Scrutinizer exploits GPU MIP chains for peripheral vision simulation via DoG band decomposition and eccentricity-based level selection.</summary>
  </entry>

  <entry>
    <title>Color Search in the Periphery</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/color-search.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/color-search.html</id>
    <updated>2026-03-01T12:00:00Z</updated>
    <published>2026-03-01T12:00:00Z</published>
    <category term="Tech Brief"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Proposed perceptual evaluation methodology for peripheral color desaturation transfer functions in foveated rendering. Dual-sigma Oklab model vs smoothstep.</summary>
  </entry>

  <entry>
    <title>FOVI: Cortical Magnification</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-02-28-fovi.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-02-28-fovi.html</id>
    <updated>2026-02-28T12:00:00Z</updated>
    <published>2026-02-28T12:00:00Z</published>
    <category term="Research"/>
    <author><name>Andy Edmonds</name></author>
  </entry>

  <entry>
    <title>v1.5: Mobile &amp; Academic Tooling</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2026-01-30-v1.5.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2026-01-30-v1.5.html</id>
    <updated>2026-01-30T12:00:00Z</updated>
    <published>2026-01-30T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Scrutinizer v1.5 ships mobile emulation with device profiles, touch simulation, and citation-ready image exports for academic reproducibility.</summary>
  </entry>

  <entry>
    <title>v1.4: MIP Pooling &amp; Oklab Saliency</title>
    <link href="https://andyed.github.io/scrutinizer-www/blog/2025-12-13-v1.4.html" rel="alternate"/>
    <id>https://andyed.github.io/scrutinizer-www/blog/2025-12-13-v1.4.html</id>
    <updated>2025-12-13T12:00:00Z</updated>
    <published>2025-12-13T12:00:00Z</published>
    <category term="Release"/>
    <author><name>Andy Edmonds</name></author>
    <summary>Scrutinizer v1.4 replaces Gaussian blur with hardware MIP-map pooling for biologically accurate peripheral rendering, migrates saliency to Oklab color space, and adds Inhibition of Return.</summary>
  </entry>
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