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Perceptual versus Cultural. Architecture for visual thinking.

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Presentation on theme: "Perceptual versus Cultural. Architecture for visual thinking."— Presentation transcript:

1 Perceptual versus Cultural

2 Architecture for visual thinking

3 Intro to Human Visual System and Displays Fundamental Optics Fovea The ultimate Display

4 Human Visual Field

5 Visual Angle

6 1 diopter: a lens that focuses at 1 meter. 45d ~15d

7 Acuities Vernier super acuity (10 sec) Grating acuity Two Point acuity (0.5 min)

8 Human Spatial Acuity

9 Cutoff at 50 cycles/deg. Receptors: 20 sec of arc Pooled over larger and larger areas 100 million receptors 1 million fibers to brain A screen may have 30 pixels/cm – need about 4 times as much. VR displays have 5 pixels/cm

10 Anti aliasing

11 Temporal Aliasing Human Flicker fusion 50 Hz Temporal aliasing occurs with moving targets Must compute motion blur to fix the problem

12 Acuity Distribution

13 Brain Pixels

14

15 Brain pixels=retinal ganglion cell receptive fields Tartufieri Field size = 0.006(e+1.0) - Anderson Characters = 0.046e - Anstis Ganglion cells

16 Brain pixel distribution Ideally get information into every brain pixel

17 Pixels and Brain Pixels 0.2 BP 1 bp Small Screen 0.8 BP Big Screen

18 1280x1024 simulated Monitor CAVE A conventional monitor covers <45% of our brain pixels

19 Percent of Brain Pixels Uniquely Stimulated in region covered by the display Monitor Cave

20 How efficiently can we use each display? It will take approximately 2.5x as long to fixate targets at the edge of the big screen Head movements accompany eye movements > 25 deg.

21 Scale matters Parafovea

22 Ultimate Display

23 University of Illinois 100mpixel display

24 Data walls (near immersion) Stereo, no head tracking, wide screen

25 CAVE Head tracking – stereo-one user Light scattering problems Interaction problems

26 Depth of Field 1/3 diopter detectable focus: standard pupil 50 cm43cm60cm 1 m75cm1.5m 2m1.2m6.0m 3m1.5minfinity 1 1 1 = + f 1 f 2 f 3

27 Ultimate Display

28

29 Augmented Reality

30 Issues Depth of focus Occlusion Registration

31 Augmented reality (Feiner) Add text+images to real world See through glasses Very sensitive to head tracking

32 Augmented Reality Binoculars Uses a video camera Or Beam splitter.

33

34 Why don’t we use HUDs more? Text Television

35 Why don’t we use HUDs more? Text Television Monocular binocular Screen width Blocking the real world Eyeglasses

36 Immersadesk Stereo, Head tracking*

37 Ultra Hi-Resolution Wheatstone Stereoscope


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