首页> 外文会议>Visualization, Imaging, and Image Processing >QUANTIFYING THE RELATIVE ROLES OF SHADOWS, STEREOPSIS, AND FOCAL ACCOMMODATION IN 3D VISUALIZATION
【24h】

QUANTIFYING THE RELATIVE ROLES OF SHADOWS, STEREOPSIS, AND FOCAL ACCOMMODATION IN 3D VISUALIZATION

机译:量化3D可视化中的阴影,立体视觉和焦点住宿的相对角色

获取原文

摘要

The goal of three-dimensional visualization is to present information in such a way mat the viewer suspends disbelief and uses the screen imagery the same way as he or she would use an identical, real 3D scene. To do this effectively, programmers employ a variety of 3D depth cues. Our own anecdotal experience says that shadows and stereopsis are two of the best for visualization. The nice tiling is that both of these are possible to do in interactive programs. They sacrifice a certain amount of interactive speed, but they are possible. But, there is very little information detailing exactly what these cues add to the perception process. The purpose of this project was to quantify how worthwhile using these two depth cues are, mat is, is it worth losing interactivity to get them? Using a large number of student subjects, we performed a series of depth-test trials and analyzed the results. Finally, as an upper-bound control on these experiments, we also ran subject trials on physically fabricated 3D objects, viewing them through a pinhole in a controlled-lighting situation to factor out both shadows and stereopsis, leaving only focal accommodation. This paper shows the design of the experiments and the results expressed in reaction times and error rates. The results have a significant bearing on the design of 3D interactive visualization systems, particularly those mat use virtual or augmented reality.
机译:三维可视化的目的是以与观众使用相同的真实3D场景相同的方式呈现信息,使观众暂停怀疑并使用屏幕图像。为了有效地做到这一点,程序员使用了各种3D深度提示。我们自己的轶事经验表明,阴影和立体视觉是可视化的两个最佳选择。有趣的是,这两种方法都可以在交互式程序中完成。它们牺牲了一定程度的交互速度,但它们是可能的。但是,几乎没有信息能详细说明这些提示会给感知过程带来什么。该项目的目的是量化使用这两种深度线索的价值,但值得一去的是失去互动性吗?我们使用了大量的学生科目,进行了一系列的深度测试试验并分析了结果。最后,作为这些实验的上限控件,我们还对物理制造的3D对象进行了主题试验,在受控照明的情况下通过针孔查看了它们,以排除阴影和立体感,仅保留焦点调节。本文展示了实验的设计,并以反应时间和错误率表示了结果。结果对3D交互式可视化系统的设计具有重要意义,尤其是那些使用虚拟或增强现实的系统。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号