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Realistic Perspective Projections for Virtual Objects and Environments

机译:虚拟对象和环境的逼真的透视投影

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Computer graphics systems provide sophisticated means to render virtual 3D space to 2D display surfaces by applying planar geometric projections. In a realistic viewing condition the perspective applied for rendering should appropriately account for the viewer's location relative to the image. As a result, an observer would not be able to distinguish between a rendering of a virtual environment on a computer screen and a view "through" the screen at an identical real-world scene. Until now, little effort has been made to identify perspective projections which cause human observers to judge them to be realistic. In this article we analyze observers' awareness of perspective distortions of virtual scenes displayed on a computer screen. These distortions warp the virtual scene and make it differ significantly from how the scene would look in reality. We describe psychophysical experiments that explore the subject's ability to discriminate between different perspective projections and identify projections that most closely match an equivalent real scene. We found that the field of view used for perspective rendering should match the actual visual angle of the display to provide users with a realistic view. However, we found that slight changes of the field of view in the range of 10-20% for two classes of test environments did not cause a distorted mental image of the observed models.
机译:计算机图形系统提供了复杂的方法,可通过应用平面几何投影将虚拟3D空间渲染到2D显示表面。在现实的观看条件下,应用于渲染的透视图应适当考虑观看者相对于图像的位置。结果,观察者将无法区分计算机屏幕上虚拟环境的渲染和在相同真实世界场景下“通过”屏幕的视图。到现在为止,几乎没有做出任何努力来确定透视投影,这些透视投影使人类观察者认为它们是现实的。在本文中,我们分析了观察者对计算机屏幕上显示的虚拟场景的透视失真的意识。这些扭曲会使虚拟场景扭曲,并使它与场景在现实中的外观明显不同。我们描述了心理物理实验,这些实验探索了受试者区分不同透视投影并确定与等效真实场景最接近的投影的能力。我们发现用于透视图渲染的视野应与显示器的实际视角相匹配,从而为用户提供逼真的视图。但是,我们发现两类测试环境的视场在10%至20%范围内的微小变化不会导致观察到的模型的心理形象失真。

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