The individual differences in depth and size perception of stereo wall displays were discussed. Subject's size and distance estimation of spheres in the virtual and real world was compared to try quantify the impa...
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ISBN:
(纸本)1581139144
The individual differences in depth and size perception of stereo wall displays were discussed. Subject's size and distance estimation of spheres in the virtual and real world was compared to try quantify the impact of extraretinal inflow. The signal sent from the ocular muscles to the brain giving information on convergence and accommodation is called extra-retinal inflow. It was hypothesized that there's a need to focus on the plane of the stereo display while converging on the stereo image. It was predicted that any information.
The use of lightness perception inspired tone mapping to keep perceptual correct brightness impression without manual tuning is discussed. The concept of this method is to divide the scene into areas of consistent lum...
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ISBN:
(纸本)1581139144
The use of lightness perception inspired tone mapping to keep perceptual correct brightness impression without manual tuning is discussed. The concept of this method is to divide the scene into areas of consistent luminace and to independently map the source luminance in each framework relative to the value perceived as white. The frameworks are then merged retaining the relation of perceived brightness between them. The inclusion of the self-luminosity effect prevents the compression of highlights and thus maintains the impression of dynamism, whereas linear mapping guarantees faithful reproduction of contrast and color especially visible in the outdoor part.
The use of visual and audio cues in the training environment in order to provide a more efficient learning process was discussed. The study was carried out using three coaching types which include, No Coaching (NC), V...
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ISBN:
(纸本)1581139144
The use of visual and audio cues in the training environment in order to provide a more efficient learning process was discussed. The study was carried out using three coaching types which include, No Coaching (NC), Visual Coaching (VC), and Audio Coaching (AC). Subjects were asked to perform five trials with a particular coaching type and 5 more trials after the coaching was removed. It was found that the VC subjects showed the greatest improvement in total time, total path length, and depth perception after the visual cues were removed. It was also observed that the motion of the probe tips during the task became less smooth with practices.
The goal of this project was to determine if advanced rendering methods such as global illumination allow more accurate discrimination of shape differences than standard rendering methods such as OpenGL. To address th...
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ISBN:
(纸本)1581139144
The goal of this project was to determine if advanced rendering methods such as global illumination allow more accurate discrimination of shape differences than standard rendering methods such as OpenGL. To address these questions, we conducted two psychophysical experiments to measure observers' sensitivity to shape differences between a physical model and rendered images of the model. Two results stand out: The rendering method used has a significant effect on the ability to discriminate shape. In particular, under the conditions tested, global illumination rendering improves sensitivity to shape differences. Further, viewpoint appears to have an effect on the ability to discriminate shape. In most of the cases studied, sensitivity to small shape variations was poorer when the rendering and model viewpoints were different. The results of this work have important implications for our understanding of human shape perception and for the development of rendering tools for computer-aided design.
Possible methods for facilitating a more accurate perception of egocentric distance in immersive virtual environments (IVE) were developed. Two elements that were considered in the experiment include: to remove the po...
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ISBN:
(纸本)1581139144
Possible methods for facilitating a more accurate perception of egocentric distance in immersive virtual environments (IVE) were developed. Two elements that were considered in the experiment include: to remove the possibility of cognitive dissonance associated with the present virtual environment be different from the real environment and to analyze whether users be provided with short-range haptic feedback about the presence, size, and spatial location of a real object in the virtual environment. It was found that people walked more slowly in the IVE. It was also found that virtual environment (VE) was rendered in full three-dimensional (3D) using photorealistic textures, and was colocated with the real world environment.
The influence of the response measure, rather than perceptual variables, on absolute distance perception in real and virtual environments (VE) were examined. Two environments such as a real and virtual hallway and two...
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ISBN:
(纸本)1581139144
The influence of the response measure, rather than perceptual variables, on absolute distance perception in real and virtual environments (VE) were examined. Two environments such as a real and virtual hallway and two measures such as throwing and walking in a mixed between- and within- subject design were used for examination. It was found that both throwing and walking measures were compressed in the VE but accurate in the real world. Results demonstrated that two different visually directed actions showed similar results in real and virtual environments. It was suggested that distance compression found in VEs could be the result of a general perceptual bias rather than specific to the response measure.
An automated method of performing manipulations on facial video recordings and its applications to investigate human dynamic face perception was developed. The known camera parameters, head shape and rigid head pose f...
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ISBN:
(纸本)1581139144
An automated method of performing manipulations on facial video recordings and its applications to investigate human dynamic face perception was developed. The known camera parameters, head shape and rigid head pose for each recorded video frame allowed registration of texels in the texture map of the actor's head model with corresponding pixels in each video frame. The resulting manipulated texture for each video frame was reapplied to an actor's head model and the model was rendered either in isolation with altered rigid head motion or head shape, for manipulating the original facial texture of the video clip. The effects of motion on facial expression using a paradigm used in face recognition experiments was also investigated.
The class of all natural images is an extremely small fraction of all possible images. Some of the structure of natural images can be modeled statistically, revealing striking regularities. Moreover, the human visual ...
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ISBN:
(纸本)1581139144
The class of all natural images is an extremely small fraction of all possible images. Some of the structure of natural images can be modeled statistically, revealing striking regularities. Moreover, the human visual system appears to be optimized to view natural images. Images that do not behave statistically as natural images are harder for the human visual system to interpret. This paper reviews second order image statistics as well as their implications for computer graphics. We show that these statistics are predominantly due to geometric modeling, while being largely unaffected by the choice of rendering parameters. As a result, second order image statistics are useful for modeling applications, which we show in direct examples (recursive random displacement terrain modeling and solid texture synthesis). Finally, we present an image reconstruction filter based on second order image statistics.
Many common materials, including fruit, wax and human skin, are somewhat translucent. What makes an object look translucent or opaque? Here we use a recently developed computer graphics model of subsurface light trans...
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ISBN:
(纸本)1581139144
Many common materials, including fruit, wax and human skin, are somewhat translucent. What makes an object look translucent or opaque? Here we use a recently developed computer graphics model of subsurface light transport [Jensen, et al., 2001] to study the factors that determine perceived translucency. We discuss how physical factors, such as light-source direction can alter the apparent translucency of an object, finding that objects are perceived to be more translucent when illuminated from behind than in front. We also study the role of a range of image cues, including colour, contrast and blur, in the perception of translucency. Although we learn a lot about images of translucent materials, we find that many simple candidate sources of information fail to predict how translucent an object looks. We suggest that the visual system does not rely solely on these simple image statistics to estimate translucency: the relevant stimulus information remains to be discovered.
studies have shown that although shading is an important shape cue, visual perception of surface shape from shading only is severely limited when the surface is viewed locally without other visual cues such as occludi...
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ISBN:
(纸本)1581139144
studies have shown that although shading is an important shape cue, visual perception of surface shape from shading only is severely limited when the surface is viewed locally without other visual cues such as occluding contours [Mamassian and Kersten 1996;Erens et al. 1993], Research has shown that when the "right" texture is added to the surface, observers can reliably infer the 3D structure of the underlying shape. In our previous work we have found that the performance of subjects' shape judgment is significantly better when the shaded surface is textured with a principal direction oriented pattern than other directional texture following either a uniformly constant direction or varying non-geodesic paths unrelated to the surface geometry. In this paper we report our findings of a new study further investigating the effect of anisotropic textures on shape perception when the surface texture is represented in the form of a pattern of luminance variations as well as of surface relief variations. We hypothesized that 1) observers' performance would be better with relief textures than luminance textures, and that 2) it would be poorer with the anisotropic textures that do not follow the principal directions. The results confirmed both of our hypotheses.
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