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Space Perception: the towards-away direction. The third dimension Depth Cues Tasks Navigation Cost of Knowledge Interaction. Lets think about space as a cost of knowledge. The perception for action pathway. The 3D vs 2D debate. Should we display abstract data in 3D? Depth cue theory
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Space Perception: the towards-away direction • The third dimension • Depth Cues • Tasks • Navigation • Cost of Knowledge • Interaction
The 3D vs 2D debate • Should we display abstract data in 3D? • Depth cue theory • Depth cues are environmental information that tell us about space • Can be applied somewhat independently
Depth Cues • Shape from Shading - texture • Occlusion • Perspective • Shadows • Stereo • Motion parallax
Perception of surface shape • Simple lighting model • Light from above and at infinity • Specular, Diffuse and Ambient components • Oriented texture can enhance shape perception
Lighting model Lambertian, specular, ambient + cast shadows
Standard lighting model Ambient illumination Specular refection diffuse reflection = lambertian
Shading Specular reveals fine detail
Lighting • Simple lighting model • Not photorealistic • Single light source from above and at infinity • Specular for detail • Cast shadows if scene is simple
Understanding surface shape Victoria Interrante
Perspective (Cockburn andMcKenzie) Perspective Picture plane position Occlusion Picture plane position Occlusion
Atmospheric perspective “depth cueing” in CG Reduce contrast with distance
Stereopsis • Based on disparities • A super acuity • Only good near point of fixation • Poor for large differences • Double imaging possible for 1/10th deg.
Relative Importance , 96 Motion parallax 0.001 Occlusion Height in field 0.01 Relative size Depth Contrast 0.1 Binocular disparity Convergence accommodation 1.0 Aerial 1 10 100 Depth (meters) Cutting, 1996
Task Based Space Perception The important cues depend on the task
Yes of course 3D can give us moreBut only if it supports some task • Locomotion • Heading, occlusion, pathways • Understanding the shape of surfaces • Shading, texture, stereo, motion • Tracing paths in graphs • motion stereo (not shading, not motion) • Local reaching • stereo – convergence – sometimes cast shadows
Relative position • For fine judgments - threading a needle stereo is important +shadows, occlusion • For large scale judgments, perspective, motion parallax, linear perspective are all important. Stereo is not important
Stereo +60% Motion +130% Stereo + Motion +200%
How to generateMotion? • Passive rotation • Hand coupled rotation • Head-coupled rotation • Time has does not vary much
Surface shape perception (Norman Todd and Phillips) Note: Random textures on surfaces Stereo and motion roughly equal Note large angular error ~ 20 degrees Observation: Stereopsis is a super-acuity and relies on fine texture disparity gradients L=lighting S=specular T = texture
Stereo Display Requirements • 3D GIS data • Comfortable stereo display • Many orders of magnitude • Better than normal stereopsis
We Know That • Vergence and focus conflict • Stereo perception is plastic (Wallack) • Can be rapidly recalibrated (Judge and Miles) • There is a synergy with motion parallax • Occlusion is a strong cue to depth
Cyclopean Scale Helps with • Vergence focus conflict • Diplopia • Disparity scaling • Frame cancellation • It works dynamically? • Change the virtual eye separation