Space Perception Depth Cues Tasks Shape-from-Shading.

Slides:



Advertisements
Similar presentations
Seeing 3D from 2D Images. How to make a 2D image appear as 3D! ► Output and input is typically 2D Images ► Yet we want to show a 3D world! ► How can we.
Advertisements

Chapter 10: Perceiving Depth and Size
The Fundamentals of Stereoscopic 3D (S3D) Display Technologies for Virtual Reality, Film, and Video Games Mark Newburn Vizics Inc.
Three Dimensional Visual Display Systems for Virtual Environments Presented by Evan Suma Part 3.
Depth Cues Pictorial Depth Cues: aspects of 2D images that imply depth
Head-Mounted Display Sherman & Craig, pp
© Anselm Spoerri Lecture 4 Human Visual System –Recap –3D vs 2D Debate –Object Recognition Theories Tufte – Envisioning Information.
Cosc 6326/Psych6750X Vision and Visual Displays. Why do we have two eyes? Binocular vision has several advantages including –increased field of view –redundancy.
Chapter 6 Opener. Figure 6.1 The Euclidean geometry of the three-dimensional world turns into something quite different on the curved, two-dimensional.
3D Space Perception (aka Depth Perception)
December 5, 2013Computer Vision Lecture 20: Hidden Markov Models/Depth 1 Stereo Vision Due to the limited resolution of images, increasing the baseline.
2002/02/12PSYC202, Term 2, Copyright Jason Harrison Recovery of World Structure: Art and Image.
Binocular Disparity points (C) nearer than fixation (P) have crossed disparity points (F) farther than fixation have uncrossed disparity.
Depth Cues What is a cue –Independent source of information about depth (when interpreted) –Cue types Monocular static Monocular dynamic Binocular Metric,
Three Dimensional Visual Display Systems for Virtual Environments Michael McKenna, David Zeltzer Presence, Vol. I, No. 4, 1992 Presenter: Dong Jeong.
Imaging Science FundamentalsChester F. Carlson Center for Imaging Science Binocular Vision and The Perception of Depth.
Virtual Reality. What is virtual reality? a way to visualise, manipulate, and interact with a virtual environment visualise the computer generates visual,
3/23/2005 © Dr. Zachary Wartell 1 “Dynamic Adjustment of Stereo Display Parameters” Colin Ware, Cyril Gobrecht, and Mark Andrew Paton IEEE Transactions.
Human Visual System Lecture 3 Human Visual System – Recap
What’s on page 13-25? Tom Butkiewicz. Refresh Rates Flicker from shutter systems Halve refresh rates 2 eyed 120Hz != 1 eyed 60Hz Phosphors 2 Polarized.
Theoretical Foundations of Multimedia Chapter 3 Virtual Reality Devices Non interactive Slow image update rate Simple image Nonengaging content and presentation.
1 Lecture 11 Scene Modeling. 2 Multiple Orthographic Views The easiest way is to project the scene with parallel orthographic projections. Fast rendering.
3/23/2005 © Dr. Zachary Wartell 1 “ The Effect of Interocular Distance upon Operator Performance using Stereoscopic Displays To Perform Depth Tasks ” Louis.
Three-Dimensional Concepts
Sensation and Perception - depth.ppt © 2001 Dr. Laura Snodgrass, Ph.D. Depth Perception Four theoretical approaches –Cue theory unconscious calculation.
Monocular vs. Binocular View Monocular view: one eye only! Many optical instruments are designed from one eye view. Binocular view: two eyes with each.
Reading Gregory 24 th Pinker 26 th. Seeing Depth What’s the big problem with seeing depth ?
Perceptual versus Cultural. Architecture for visual thinking.
Dinesh Ganotra. each of the two eyes sees a scene from a slightly different perspective.
Integration Of CG & Live-Action For Cinematic Visual Effects by Amarnath Director, Octopus Media School.
Joshua Smith and Garrick Solberg CSS 552 Topics in Rendering.
3D/Multview Video. Outline Introduction 3D Perception and HVS 3D Displays 3D Video Representation Compression.
1 Perception and VR MONT 104S, Spring 2008 Lecture 22 Other Graphics Considerations Review.
CAP4730: Computational Structures in Computer Graphics 3D Concepts.
Spatiotemporal Information Processing No.3 3 components of Virtual Reality-2 Display System Kazuhiko HAMAMOTO Dept. of Information Media Technology, School.
Space Perception: the towards- away direction The third dimension Depth Cues Tasks Navigation Cost of Knowledge Interaction.
Binocular Vision, Fusion, and Accommodation
Height measurements Using vertical aerial photography to establish the ‘z’ value of objects.
Chapter 5 Human Stereopsis, Fusion, and Stereoscopic Virtual Environments.
Seeing a Three-Dimensional World
INTRODUCTION INTRODUCTION Computer Graphics: As objects: images generated and/or displayed by computers. As a subject: the science of studying how to generate.
Virtual Reality Lecture2. Some VR Systems & Applications 고려대학교 그래픽스 연구실.
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 8 Seeing Depth.
Depth Perception and Visualization Matt Williams From:
Stereo Viewing Mel Slater Virtual Environments
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Technology Futures 電機所碩一 R 邱國權 2005/6/1. Outline Visual Displays Visual Displays Sharp Corporation's TFT 3D LCD Audio Displays Audio Displays.
CSE 185 Introduction to Computer Vision Stereo. Taken at the same time or sequential in time stereo vision structure from motion optical flow Multiple.
Spatiotemporal Information Processing No.3 3 components of Virtual Reality-2 Display System Kazuhiko HAMAMOTO Dept. of Information Media Technology, School.
Space, Time & Colour in Visualisation Space –Cues: position, size, overlay, colour, perspective, texture, lighting, focus, accommodation, convergence,
Immersive Rendering. General Idea ► Head pose determines eye position  Why not track the eyes? ► Eye position determines perspective point ► Eye properties.
Graphics II “3D” Graphics Cameron Miller INFO410 & INFO350 S INFORMATION SCIENCE Visual Computing.
The Microscope and Forensic Identification. Magnification of Images A microscope is an optical instrument that uses a lens or a combination of lenses.
Depth Perception Kimberley A. Clow
Vision Overview 18 September Eye: Musculature.
1Ellen L. Walker 3D Vision Why? The world is 3D Not all useful information is readily available in 2D Why so hard? “Inverse problem”: one image = many.
Perception and VR MONT 104S, Fall 2008 Lecture 8 Seeing Depth
Cues We Use To Infer Depth Sensation and Perception.
Space Perception: the towards- away direction Cost of Knowledge Depth Cues Tasks Navigation.
Design of Visual Displays for Driving Simulator Research G. John Andersen Department of Psychology University of California, Riverside.
Summarized by Geb Thomas
Depth Perception, with Emphasis on Stereoscopic Vision
Head-Tracked Displays (HTDs)
3D Display Technology TYWu.
Lighting.
How do we maintain a stable perceptual world?
Mark Newburn Vizics Inc.
4. Visual Sensory Systems
4. Visual Sensory Systems
How do we maintain a stable perceptual world despite moment-to-moment variations in input stimulation? Distal vs. Proximal Stimulus Unconscious inference.
Presentation transcript:

Space Perception Depth Cues Tasks Shape-from-Shading

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 Specular refection diffuse reflection = lambertian Ambient illumination

Examples

Shading Specular reveals fine detail

Cushion Tree Map Jarke Van Wijk

Contour and Shading

Textures for surface orientation (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

Occlusion: The strongest depth cue

Perspective

Perspective (Cockburn and McKenzie) Perspective Picture plane position Occlusion Picture plane position Occlusion

Atmospheric perspective “depth cueing” in CG Reduce contrast with distance

Structure from Motion

Cast Shadows

Stereo Vision Basics

Stereopsis Based on disparities A super acuity Only good near point of fixation Poor for large differences Double imaging possible for 1/10 th deg.

Frame Cancellation

Relative Importance, 96 Cutting, 1996 Depth Contrast Depth (meters) Occlusion Relative size Height in field Binocular disparity Motion parallax Convergence accommodation Aerial

Task Based Space Perception

3D options Perspective Shape-from Shading or Texture Occlusion Motion Parallax Vergence Focus Stereopsis

Cue dependencies

Yes of course 3D can give us more But 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

Random Graphs

Glenn looking at a graph

Fish Tank VR

The task

Stereo +60% Motion +130% Stereo + Motion +200%

How to generate Motion? Passive rotation Hand coupled rotation Head-coupled rotation Time has does not vary much

Stereo Display Requirements 3D GIS data Comfortable stereo display Many orders of magnitude Better than normal stereopsis

Stereo Vision Basics

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: (with Cyril Gobrecht)

Cyclopean Scale Helps with Vergence focus conflict Diplopia Disparity scaling Frame cancellation It works dynamically? Change the virtual eye separation

Virtual Eye Separation

Change in Eye Separation with Depth

Understanding surface shape Victoria Interrante

Norman, Todd & 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

Conclusion – 3D is better but only it adds something 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)

Stereo technologies Frame-sequential (shutter glasses) Polaroids Mirror stereoscope HMDs Color anaglyphs Chromadepth Holograms

Stereo shutter glasses Alternate right and left eye images on monitor. Syncronized shutters block right and left eyes in alternation Monitor: 120 Hz R,L eyes 60 Hz each Problems: ghosting due to slow Phosphor decay. Lower resolution CRT displays only Expensive glasses

Polaroids R L Silver screen Preserves polarization Problems: ghosting Advantages: Cheap glasses

Anaglyphs Problems: Ghosting Inability to use color

Lenticular To Right Eye To Left Eye The display uses cylindrical Prisms in vertical columns Problems: reduced resolution, limited head position. Theoretical limits on resolution What is wrong with this picture? Works with LCD displays

Mirror stereoscope Advantages: no ghosting Retains full brightness Full spatiotemporal resolution possible Disadvantage: Fixed head position.

HMD stereoscope Different screens for each eye. A high image quality is possible, but not currently available

VR What is it? What is it for? Perception/interaction

Issue Resolution Ghosting Vergence-focus conflict Occlusion Crossed disparities

Immersion VR HMD + head tracking Data glove

Fish Tank VR Head tracking, stereo, touch

Desk Top VR Interactive 3D

CAVE Head tracking – stereo Resolution problems Light scattering problems Vergence focus problem for near object Occlusion problems for near objects

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

Immersadesk Head tracking, stereo

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