Oriented textures and smooth flows are common texture patterns in visualization, non-photorealistic rendering, and graphical depictions of 3D objects. While these patterns have been partially studied in terms of their...
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ISBN:
(纸本)1595934294
Oriented textures and smooth flows are common texture patterns in visualization, non-photorealistic rendering, and graphical depictions of 3D objects. While these patterns have been partially studied in terms of their contribution to the inference of 3D shape, early visual aspects of their perception, and in particular, their segregation and perceptual organization into coherent parts, have been largely ignored. Here we explore the perception of such smoothly varying oriented textures and flow patterns in order to provide several insights and formal constraints to their constructive use in graphics and visualization. First, we challenge the view that salient perceptual singularities between perceptually coherent regions in orientation-defined textures (ODTs) are tightly dependent upon outstanding contrasts (a.k.a. gradients, or discontinuities) in their local orientation. Unfortunately, this widely accepted view has emerged from two decades of psychophysical research into orientation-based texture segregation (OBTS) which focused mostly on piecewise constant ODTs. A more general inquiry, however, into ODTs of smoothly varying orientation, reveals new perceptual phenomena. In particular, as we show here, completely smooth oriented patterns exhibit striking perceptual singularities that often are mistaken for discontinuities, and are neither predictable from orientation contrasts nor are they detectable by popular segmentation algorithms (Fig. 1). In contrast to existing perceptual models, we then show that our previous (differential) geometric analysis of oriented patterns [BenShahar and Zucker 2003] can be extended into a new theory that fully predicts the observed perceptual singularities using a novel computational "perceptual singularities measure" (PSM): PSM(x,y)= ∏κT2+κN2>τ(Ridges[κN(x,y) 2/κT(x,y)2 + κN(x,y) 2]) (1) where κT(x,y) and κN(x,y) are the tangential and normal curvatures of the pattern, Ridges() returns the set of ridge points of its argument functi
Previous studies have shown that self-motion has an inhibiting effect on concurrent 3D motion perception. To investigate whether self-motion similarly impairs concurrent image motion perception, we examined human perc...
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In recent work [4,2], we have discovered that people are able to make surprisingly accurate judgments about egocentric distances in an immersive virtual environment (IVE) in the special case that the IVE represents a ...
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ISBN:
(纸本)1595934294
In recent work [4,2], we have discovered that people are able to make surprisingly accurate judgments about egocentric distances in an immersive virtual environment (IVE) in the special case that the IVE represents a high fidelity model of the same physical space that the user is actually occupying, and the user has been able to unambiguously verify this by viewing the real space prior to donning the display upon which the corresponding virtual environment is presented. Through followup experiments in multiple locales, we have verified that the key factor enabling this distance perception accuracy is fact of co-location, rather than any particular characteristics of the physical environment [1]. One possible interpretation of these intriguing results is that observers are better enabled to make accurate judgments of egocentric distance in an IVE when they are when they are cognitively 'immersed' or 'present' in the IVE - i.e. when they readily accept the virtual environment as being 'equivalent' to the real world and are therefore prepared to act in the virtual world in the same way that they act in the real world [3]. However, another interpretation is also possible: it could be that people are able to make accurate judgments of egocentric distances in a virtual environment when they know that it exactly corresponds to a recently viewed real environment because they are able to form a metrically accurate mental model of the spatial structure of the real environment from their brief exposure to it, so that when they are subsequently presented with the virtual environment they simply calibrate their mental model of distances in the IVE to be consistent with their remembered model of the corresponding real environment. In order to disambiguate between the 'presence' hypothesis and the 'spatial memory' hypothesis, we conducted the following study. Using a between-subjects design, we asked observers to make judgments of egocentric distance via blind walking in a real ro
Although a wide range of virtual reality (VR) systems are in use, there are few guidelines to help system and application developers select the components most appropriate for the domain problem they are investigating...
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ISBN:
(纸本)1595934294
Although a wide range of virtual reality (VR) systems are in use, there are few guidelines to help system and application developers select the components most appropriate for the domain problem they are investigating. Using the results of an empirical study, we developed such guidelines for the choice of display environment for four specific, but common, volume visualization problems: identification and judgment of the size, shape, density, and connectivity of objects present in a volume. These tasks are derived from questions being asked by collaborators studying Cystic Fibrosis (CF). We compared user performance in three different stereo VR systems: (1) head-mounted display (HMD);(2) fish tank VR (fish tank);and (3) fish tank VR augmented with a haptic device (haptic). HMD participants were placed "inside" the volume and walked within it to explore its structure. Fish tank and haptic participants saw the entire volume on-screen and rotated it to view it from different perspectives. Response time and accuracy were used to measure performance. Results showed that the fish tank and haptic groups were significantly more accurate at judging the shape, density, and connectivity of objects and completed the tasks significantly faster than the HMD group. Although the fish tank group was itself significantly faster than the haptic group, there were no statistical differences in accuracy between the two. Participants classified the HMD system as an "inside-out" display (looking outwards from inside the volume), and the fish tank and haptic systems as "outside-in" displays (looking inwards from outside the volume). Including haptics added an inside-out capability to the fish tank system through the use of touch. We recommend an outside-in system because it offers both overview and context, two visual properties that are important for the volume visualization tasks we studied. In addition, based on the haptic group's opinion (80% positive) that haptic feedback aided comprehe
We conducted a new psychophysical experiment which judges the quality of computer graphics imagery with respect to the real scene it depicts. The experimental framework facilitates perceptual judgment of images agains...
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In this paper we describe an experiment to obtain information about the perceptual potential of the human visual system regarding shadow perception. Shadows play an important part for communicating spatial structures ...
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The use of space perception and cues to distance in virtual reality (VR) is discussed. The real world viewed through an head mounted displays (HMD) by attaching a video camera to a V8 HMD. It was found that the Teghts...
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ISBN:
(纸本)1581139144
The use of space perception and cues to distance in virtual reality (VR) is discussed. The real world viewed through an head mounted displays (HMD) by attaching a video camera to a V8 HMD. It was found that the Teghtsoonians' effect can be replicated in VR using verbal measures, but dose not influence visually directed walking. The results show that despite the shortcomings of HMDs in representing the scale of space, the geometry of visual space revealed in VR otherwise bears a striking resemblance to that found in real environment.
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