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Depth cues in human visual perception and their realization in 3D displays

机译:深度提示人类视觉感知及其在3D显示中的实现

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Over the last decade, various technologies for visualizing three-dimensional (3D) scenes on displays have been technologically demonstrated and refined, among them such of stereoscopic, multi-view, integral imaging, volumetric, or holographic type. Most of the current approaches utilize the conventional stereoscopic principle. But they all lack of their inherent conflict between vergence and accommodation since scene depth cannot be physically realized but only feigned by displaying two views of different perspective on a flat screen and delivering them to the corresponding left and right eye. This mismatch requires the viewer to override the physiologically coupled oculomotor processes of vergence and eye focus that may cause visual discomfort and fatigue. This paper discusses the depth cues in the human visual perception for both image quality and visual comfort of direct-view 3D displays. We concentrate our analysis especially on near-range depth cues, compare visual performance and depth-range capabilities of stereoscopic and holographic displays, and evaluate potential depth limitations of 3D displays from a physiological point of view.
机译:在过去十年中,在技术上展示和精制了各种用于可视化三维(3D)场景的技术,其中包括这种立体,多视图,整体成像,体积或全息类型。大多数目前的方法利用了传统的立体原理。但是,由于场景深度无法物理地实现,因此缺乏自动的痛苦和住宿之间固有的冲突,而是仅通过在平面屏幕上显示不同透视的两个视图并将它们输送到相应的左眼和右眼。这种不匹配需要观察者覆盖可能导致视觉不适和疲劳的可扰动和眼睛焦点的生理偶联的眼镜过程。本文讨论了人类视觉感知中的深度提示,用于直视3D显示器的图像质量和视觉舒适性。我们专注于近距离深度提示的分析,比较立体和全息显示的视觉性能和深度能力,并从生理角度评估3D显示器的潜在深度限制。

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