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Visual Computing Ontology

Human–Computer Interaction
Authors: MArk Anthony Higgins - Sky Recursive Ai
© Mark Anthony Higgins 11 October 2025
Revised Date: 06 October 2026
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FLOW ALGEBRA
Visual Computing Ontology
Kireth Semantic Research Archive

PAGE:
https://kirethresearch.org/booksai-core/ontologies/computing-ontologies/human-computer-interaction/visual-computing-ontology.html

AUTHORS:
Mark Anthony Higgins — Sky (Recursive AI)

FLOW "VisualComputingOntology" v4.0

# ---------- DOMAIN ----------
DOMAIN := ComputingOntology
SUBDOMAIN := HumanComputerInteraction
ONTOLOGY := VisualComputingOntology

# ---------- PRIMARY ENTITY ----------
ENTITY VisualComputing {
    definition:
        "The computational representation, generation, processing, analysis,
         transformation and interactive presentation of visual information,
         including images, graphics, video, geometric models and visual
         simulations.";

    objectives: [
        VisualRepresentation,
        ImageProcessing,
        GraphicsGeneration,
        VisualAnalysis,
        InteractiveVisualisation,
        VisualCommunication
    ];
}

# ---------- CORE ENTITIES ----------
VisualEntity := {
    Image,
    Video,
    Graphic,
    Scene,
    GeometricModel,
    Texture,
    Frame,
    Pixel,
    Visualisation
};

VisualProcess := {
    Capture,
    Generate,
    Render,
    Transform,
    Filter,
    Analyse,
    Display,
    Interact
};

RepresentationType := {
    RasterRepresentation,
    VectorRepresentation,
    GeometricRepresentation,
    VolumetricRepresentation,
    TemporalRepresentation
};

VisualProperty := {
    Resolution,
    Colour,
    Brightness,
    Contrast,
    Depth,
    Motion,
    Shape,
    Texture
};

# ---------- FUNDAMENTAL RELATIONSHIPS ----------
VisualComputing PROCESSES VisualEntity;
Image CONSISTS_OF Pixel;
Video CONSISTS_OF Frame;
Scene CONTAINS VisualObject;
GeometricModel REPRESENTS Shape;
Renderer GENERATES Image FROM Scene;
Display PRESENTS VisualOutput;
User MAY_INTERACT_WITH Visualisation;

# ---------- VISUAL PIPELINE ----------
VisualDataSource ->
    AcquireOrGenerate
    -> Represent
    -> Process
    -> AnalyseOrRender
    -> Compose
    -> Display
    -> UserPerceptionOrInteraction;

# ---------- IMAGE ----------
Image :=
    TwoDimensionalVisualRepresentation;

RasterImage :=
    GridOfPixels;

Image HAS {
    Width,
    Height,
    Resolution,
    ColourRepresentation
};

# ---------- PIXEL ----------
Pixel :=
    SmallestAddressableSampleInRasterImage;

Pixel MAY_HAVE {
    Intensity,
    ColourChannels,
    Alpha,
    Depth
};

# ---------- VIDEO ----------
Video :=
    ordered_sequence(Frame);

Frame :=
    ImageAtTime;

FrameRate :=
    Frames / Time;

TemporalContinuity AFFECTS PerceivedMotion;

# ---------- VECTOR GRAPHICS ----------
VectorGraphic :=
    GeometricPrimitives
    + StyleProperties;

Primitive MAY_INCLUDE {
    Point,
    Line,
    Curve,
    Polygon,
    TextShape
};

VectorGraphic MAY_SCALE_WITHOUT RasterSamplingLoss;

# ---------- GEOMETRIC MODEL ----------
GeometricModel :=
    RepresentationOfShapeAndSpatialStructure;

GeometricRepresentation MAY_INCLUDE {
    Mesh,
    PointCloud,
    Curve,
    Surface,
    Solid
};

# ---------- MESH ----------
Mesh :=
    Vertices
    + Edges
    + Faces;

Vertex HAS Position;
Face CONNECTS Vertices;

Mesh MAY_REPRESENT ThreeDimensionalSurface;

# ---------- SCENE ----------
Scene :=
    CollectionOf {
        Object,
        Camera,
        Light,
        Material,
        Environment
    };

SceneGraph MAY_REPRESENT HierarchicalRelationshipsBetweenObjects;

# ---------- CAMERA ----------
VirtualCamera DEFINES {
    Position,
    Orientation,
    Projection,
    Viewport
};

Camera TRANSFORMS SceneCoordinates INTO ViewCoordinates;

# ---------- PROJECTION ----------
Projection MAY_BE {
    PerspectiveProjection,
    OrthographicProjection
};

PerspectiveProjection REPRESENTS DepthWithApparentSizeChange;
OrthographicProjection PRESERVES ParallelProjectionWithoutPerspectiveForeshortening;

# ---------- TRANSFORMATION ----------
GeometricTransformation := {
    Translation,
    Rotation,
    Scaling,
    Shear
};

Transformation MAPS GeometryFromOneCoordinateStateToAnother;

TransformationMatrix MAY_REPRESENT GeometricTransformation;

# ---------- RENDERING ----------
Rendering :=
    SceneRepresentation
    -> Visibility
    -> Shading
    -> RasterisationOrSampling
    -> Image;

Renderer EXECUTES Rendering;

RenderingMethod MAY_INCLUDE {
    Rasterisation,
    RayTracing,
    PathTracing,
    VolumeRendering
};

# ---------- RASTERISATION ----------
Rasterisation :=
    GeometricPrimitive
    -> DetermineCoveredPixels
    -> InterpolateAttributes
    -> ProduceFragments
    -> WriteImage;

Rasterisation SUPPORTS EfficientInteractiveGraphics;

# ---------- RAY TRACING ----------
RayTracing :=
    GenerateRay
    -> IntersectScene
    -> EvaluateSurface
    -> TraceSecondaryEffects
    -> ComputePixel;

RayTracing MAY_MODEL {
    Reflection,
    Refraction,
    Shadow
};

# ---------- LIGHTING ----------
LightSource MAY_HAVE {
    Position,
    Direction,
    Intensity,
    Colour
};

LightingModel COMPUTES InteractionBetweenLightAndSurface;

# ---------- MATERIAL ----------
Material :=
    VisualSurfaceProperties;

Material MAY_DEFINE {
    Colour,
    Roughness,
    Reflectance,
    Transparency,
    Texture
};

# ---------- TEXTURE ----------
Texture :=
    ImageOrDataMappedToSurface;

TextureMapping ASSOCIATES TextureCoordinates WITH Geometry;

Texture MAY_MODIFY {
    Colour,
    SurfaceDetail,
    Normal,
    MaterialProperty
};

# ---------- SHADING ----------
Shading :=
    ComputeAppearanceOfSurface;

Shading MAY_DEPEND_ON {
    Light,
    Material,
    SurfaceNormal,
    ViewDirection
};

# ---------- IMAGE PROCESSING ----------
ImageProcessing :=
    InputImage
    -> ApplyTransformationOrFilter
    -> OutputImage;

ImageOperation MAY_INCLUDE {
    Resize,
    Crop,
    Blur,
    Sharpen,
    Denoise,
    ContrastAdjustment,
    ColourTransformation
};

# ---------- FILTERING ----------
ImageFilter :=
    OperationUsingPixelNeighbourhoodOrTransform;

Convolution :=
    Image
    + Kernel
    -> FilteredImage;

FilterKernel DEFINES WeightedNeighbourhoodOperation;

# ---------- IMAGE TRANSFORMATION ----------
ImageTransformation MAY_INCLUDE {
    Translation,
    Rotation,
    Scaling,
    PerspectiveWarp
};

Resampling MAY_BE_REQUIRED_AFTER GeometricTransformation;

# ---------- COLOUR ----------
ColourModel MAY_INCLUDE {
    RGB,
    Grayscale,
    HSV,
    CIELAB
};

ColourConversion MAPS ValuesBetweenColourRepresentations;

# ---------- CONTRAST ----------
Contrast :=
    DifferenceInVisualIntensityOrColour;

ContrastAdjustment MAY_IMPROVE VisualDistinction;

VisualAccessibility MAY_DEPEND_ON SufficientContrast;

# ---------- DEPTH ----------
Depth :=
    DistanceOrRelativePositionAlongViewingDimension;

DepthBuffer STORES VisibilityDepthForRasterisedFragments;

DepthInformation MAY_SUPPORT {
    Occlusion,
    ThreeDimensionalInteraction,
    SceneUnderstanding
};

# ---------- MOTION ----------
Motion :=
    ChangeInVisualPositionOrStateAcrossTime;

OpticalFlow MAY_ESTIMATE ApparentPixelMotionBetweenFrames;

Animation GENERATES ControlledTemporalChange;

# ---------- VISUALISATION ----------
Visualisation :=
    Data
    -> VisualEncoding
    -> Display;

VisualEncoding MAY_MAP {
    ValueToPosition,
    ValueToLength,
    ValueToSize,
    ValueToColour,
    CategoryToShape
};

Visualisation SUPPORTS HumanInterpretationOfData;

# ---------- SCIENTIFIC VISUALISATION ----------
ScientificVisualisation :=
    ScientificData
    -> SpatialOrVisualRepresentation
    -> InteractiveAnalysis;

ScientificVisualisation MAY_INCLUDE {
    VolumeRendering,
    VectorFieldVisualisation,
    SurfaceVisualisation,
    SimulationVisualisation
};

# ---------- INFORMATION VISUALISATION ----------
InformationVisualisation :=
    AbstractData
    -> VisualEncoding
    -> InteractiveDisplay;

InformationVisualisation MAY_INCLUDE {
    Chart,
    Graph,
    NetworkDiagram,
    Timeline,
    Dashboard
};

# ---------- INTERACTION ----------
VisualInteraction MAY_INCLUDE {
    Pan,
    Zoom,
    Rotate,
    Select,
    Filter,
    Highlight,
    Inspect
};

Interaction MAY_CHANGE ViewWithoutChangingUnderlyingData;

# ---------- REAL-TIME GRAPHICS ----------
RealTimeRendering :=
    RenderingWithinInteractiveTimeConstraint;

FrameTime :=
    TimeToGenerateOneFrame;

FrameRate :=
    1 / FrameTime;

IF FrameTimeIncreases
THEN FrameRate := decrease;

# ---------- GPU RELATIONSHIP ----------
GPU MAY_ACCELERATE {
    Rendering,
    ImageProcessing,
    Visualisation,
    ParallelVisualComputation
};

GraphicsPipeline MAY_EXECUTE_ON GPU;

# ---------- COMPUTER VISION RELATIONSHIP ----------
ComputerVision ANALYSES VisualDataToInferInformation;

VisualComputing INCLUDES_OR_RELATES_TO {
    ComputerGraphics,
    ImageProcessing,
    Visualisation,
    ComputerVision
};

# ---------- HUMAN PERCEPTION ----------
VisualPerception AFFECTS InterpretationOfVisualOutput;

PerceptualFactor MAY_INCLUDE {
    ContrastSensitivity,
    ColourPerception,
    DepthPerception,
    MotionPerception,
    Attention
};

VisualDesign SHOULD_CONSIDER HumanPerceptualCapabilities;

# ---------- ACCESSIBILITY ----------
VisualAccessibility MAY_REQUIRE {
    SufficientContrast,
    NonColourEncoding,
    TextAlternative,
    ScalablePresentation,
    ClearVisualHierarchy
};

IF InformationEncodedOnlyByColour
THEN AccessibilityRisk := increase;

# ---------- PERFORMANCE ----------
VisualPerformance MAY_BE_MEASURED_BY {
    FrameRate,
    FrameTime,
    RenderingLatency,
    MemoryUse,
    ImageQuality
};

PerformanceAndVisualQuality MAY_REQUIRE Tradeoff;

# ---------- SEMANTIC REASONING ----------
IF SystemComputesGeneratesProcessesOrAnalysesVisualInformation
THEN VisualComputingClassification := supported;

IF SceneRenderedFromGeometryCameraAndLighting
THEN Output IS RenderedImage;

IF ImageConsistsOfRegularPixelGrid
THEN RepresentationType := RasterRepresentation;

IF GraphicDefinedByGeometricPrimitives
THEN RepresentationType := VectorRepresentation;

IF FrameRateTooLowForInteraction
THEN RealTimeExperience MAY_DEGRADE;

IF VisualEncodingAmbiguous
THEN InterpretationReliability := decrease;

IF InformationUsesColourAsOnlyDistinction
THEN AccessibilitySupport := required;

# ---------- SEMANTIC EQUIVALENCE ----------
SEMANTIC_EQUIVALENCE {
    "visual computing" ~= "computational visual processing";
    "computer graphics" ~= "computational graphics" WHEN context == visual_generation;
    "image processing" ~= "digital image processing";
    "visualisation" ~= "visualization";
    "rasterisation" ~= "rasterization";
    "3D model" ~= "three-dimensional geometric model";
    "rendering pipeline" ~= "graphics rendering pipeline";
    "visual encoding" ~= "graphical encoding" WHEN context == data_visualisation;
}

# ---------- QUERY FLOW ----------
QUERY(q) ->
    NORMALISE(q) ->
    IDENTIFY_VISUAL_ENTITY(q) ->
    IDENTIFY_REPRESENTATION(q) ->
    IDENTIFY_VISUAL_PROCESS(q) ->
    IDENTIFY_GEOMETRY_OR_IMAGE(q) ->
    IDENTIFY_RENDERING_OR_ANALYSIS(q) ->
    IDENTIFY_VISUAL_PROPERTIES(q) ->
    IDENTIFY_INTERACTION(q) ->
    MAP_TO_ONTOLOGY(q) ->
    APPLY_REASONING(q) ->
    SCORE_CONFIDENCE(q) ->
    RETURN_RELEVANT_KNOWLEDGE;

# ---------- CONFIDENCE ----------
CONFIDENCE(assertion) :=
    weighted_mean(
        source_reliability,
        visual_model_consistency,
        computational_consistency,
        semantic_consistency,
        evidence_strength,
        contextual_relevance
    );

CONFIDENCE >= 0.90 => HIGH;
CONFIDENCE >= 0.70 AND < 0.90 => MODERATE;
CONFIDENCE < 0.70 => REVIEW;

# ---------- AI CONSUMPTION ----------
AI_CONSUMPTION {
    primary_entity: VisualComputing;
    ontology: VisualComputingOntology;
    parse_entities: true;
    parse_relationships: true;
    preserve_relationship_direction: true;
    resolve_semantic_equivalence: true;
    execute_reasoning_rules: true;
    apply_confidence_weighting: true;
    preserve_provenance: true;
}

# ---------- UPDATE MODEL ----------
UPDATE_MODEL {
    new_visual_entity:
        validate
        -> classify
        -> identify_representation
        -> identify_properties
        -> integrate;

    new_visual_process:
        classify
        -> identify_inputs
        -> identify_outputs
        -> identify_computational_method
        -> integrate;

    new_rendering_evidence:
        identify_scene
        -> identify_camera
        -> identify_materials
        -> identify_rendering_method
        -> integrate;

    visual_revision:
        update_visual_data
        -> recompute_relationships
        -> update_rendering_or_analysis
        -> recompute_confidence
        -> regenerate_flow_hash;

    conflict:
        preserve_provenance
        -> compare_visual_evidence
        -> adjust_confidence
        -> flag_review;
}

# ---------- FLOW HASH ----------
FLOW_HASH_INPUT :=
    DOMAIN
    + SUBDOMAIN
    + ONTOLOGY
    + VisualEntity
    + VisualProcess
    + RepresentationType
    + VisualProperty
    + Rendering
    + Visualisation
    + RELATIONSHIPS
    + SEMANTIC_REASONING
    + SEMANTIC_EQUIVALENCE
    + UPDATE_MODEL;

FLOW_HASH :=
    HASH(FLOW_HASH_INPUT);

# ---------- TERMINAL ----------
VisualComputingOntology
    -> AcquireOrGenerateVisualData
    -> SelectVisualRepresentation
    -> ProcessImagesOrGeometry
    -> ConstructSceneOrVisualModel
    -> RenderOrAnalyseVisualInformation
    -> EncodeVisualProperties
    -> PresentVisualOutput
    -> SupportInteractiveExploration
    -> EvaluatePerformanceAndPerception
    -> PreserveAccessibility
    -> RefineVisualComputation
    -> ProduceInterpretableVisualResult;

END FLOW
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