We constructed model scenes consisting only of contours of simple geometrical objects, at random positions and orientations. We first note that the distribution
p(
ϑ) can be broken down into two parts. One part includes the contributions from pairs of line segments belonging to different objects. This part is a constant with respect to
ϑ, because the relative positions and orientations of the different objects are random. The other part includes the contributions from the pairs belonging to the same object. This part, which we redefine as our new
p(
ϑ), is responsible for any nonuniform features in the distribution of
ϑ values. Second, we note that objects whose contours include sharp angles are unlikely to favor any particular orientation. This is intuitive for very irregular polygons, but it also holds for more regular geometric shapes consisting of straight edges, such as rectangles. For example, with a square, the only possible (nonzero) orientation is given by two lines at
π/2, and the angle
ϑ between them can range from 0 to
π/2. We therefore limit our objects to smooth closed contours. It is smoothness in the contours that should induce, as noted by
Sigman et al. (2001), nonuniformity in
p(
ϑ). For simplicity, we consider just two smooth geometrical shapes: stadia and ellipses.
A stadium is defined to be two semicircles of radius
r, connected by two straight lines of length
a–r (
Figure 1). An ellipse is specified by a semimajor axis
a and a semiminor axis
r (
Figure 2). Because we are not interested in scaling properties, we set
r = 1 without loss of generality, and take the elongation of both shapes to be parameterized by
a, with
a > 1. (Stadia have total length
a + 1 and ellipses have total length 2
a.) For
a = 1, both shapes reduce to circles. Our elongation statistics are thus given by setting a model distribution
p(
a). Any
p(
a) that includes a finite density at
a = 1 will include circles, although the number of exact circles in any large sample of shapes will be, strictly speaking, zero (because we are considering probability densities for the continuous parameter
a). Without loss of generality, we take our shapes to intersect the origin tangent to the
x-axis, so that
ϕ = 0. We are thus left with an orientation angle
ζ between the main axis of the shape and the
x-axis. Circles are, of course, indifferent to the orientation angle.
We can now consider
p(
ϑ) when presented with ellipses and stadia with a given statistical distribution
p(
a), and with
p(
ζ) ≡ 1/(2
π). Note that in
Sigman et al. (2001),
p(
ϑ) was calculated by scanning each visual scene for edges and then computing the relative placement of oriented segments for the entire scene. Segments at orientation
ϕ were compared to those at orientation ψ. The distribution
p(
ϑ) was then extracted by averaging over all orientations for a fixed
ϕ−ψ, and over an ensemble of scenes. For computational ease, they considered 16 discrete angular values. In our model scenes, the equivalent calculation is to take each shape in the scene and translate it to the origin so that it is tangent to the
x-axis, and then take all orientations
ζ of the object. Thus
ϑ is the angle to the location of a point on the shape that is tangent to a
ψ-oriented segment. We also consider a continuum of angles.