660 likes | 673 Views
Space Perception: the towards-away direction. Cost of Knowledge Depth Cues Tasks Navigation. Lets think about space as a cost of knowledge. Do these make any sense?. The perception for action pathway. Depth Cues. Shape from Shading - texture Occlusion Perspective Shadows Stereo
E N D
Space Perception: the towards-away direction • Cost of Knowledge • Depth Cues • Tasks • Navigation
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
Understanding surface shape Victoria Interrante
Lighting • Simple lighting model • Not photorealistic • Single light source from above and at infinity • Specular for detail • Cast shadows if scene is simple
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
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 • Understanding the shape of surfaces • Shading, texture, stereo, motion • Tracing paths in graphs • motion stereo • Local reaching • stereo – convergence
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
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
Space perception depends on the task Occlusion the most important depth cue – consider that windows rely on it Perspective may not add anything by itself Stereo important for close interaction Motion important for 3D layout Shape-from shading and texture important for surface perception (but non photorealist) Conclusion – 3D is better but only it adds something
Stereo technologies • Frame-sequential (shutter glasses) • Polaroids • Mirror stereoscope • HMDs • Color anaglyphs • Chromadepth • Holograms