Realtime 3D Computer Graphics Virtual Reality Human Visual Perception The human visual system • • • 2 eyes Optic nerve: 1.5 million fibers per eye Radio (each fiber is the axon from a neuron) | 125 million rods (achromatic low light sight) 350 • 6 million cones (high detail color sight) • • • • • • • • most outside the fovea most concentrated inside fovea 3 types: R, G, B sensitive to long, middle and short wavelengths (!) respectively Approximately 100:1 compression from the number of receptors to the number of fibers in the optic nerve. Quick transmission rate through the optic nerve Monocular visual field is 160° (w) x 135° (h) Binocular visual field is 200° (w) x 135° (h) Processing is not uniform across the visual field: • 25% of cortex is devoted to the central 5° of the field of view. Realtime 3D Computer Graphics / Virtual Reality – WS 2005/2006 – Marc Erich Latoschik Heat Light ! (nm) | 780 Human visual perception • Human visual perception processes convergence • position/orientation and movement in 3 dimensions plus • color. l-eye c • The third dimension depth is processed based on several physiological and psychological depth cues. • Depth cues1 can be binocular or monocular. r-eye Binocular depth cues: l-eye • Convergence • Difference in the direction of the eyes. • Our eyes point slightly inward for closer objects. r-eye • Only effective on short distances (< 10 meters). different images (size, • Binocular Parallax position and content) on • Difference in the sensed images by our two eyes. the real retina as well as • Our eyes see the world from slightly different locations; on the virtual projection ! images sensed are slightly different. plane. • Human visual system is very sensitive to these differences; ! most important depth cue for medium viewing distances. • Can be used to achieve depth sense even if all other depth cues are removed. 1depth Realtime 3D Computer Graphics / Virtual Reality – WS 2005/2006 – Marc Erich Latoschik Human visual perception Monocular depth cues: • Monocular Movement (motion) Parallax • Depth perception by moving each of our eyes (head). • Depth information is extracted from consecutive similar images in the same way as images from different eyes are combined. • Retinal Image Size • Brain compares the sensed size of an object to its “known” real size. l-eye t l-eye Realtime 3D Computer Graphics / Virtual Reality – WS 2005/2006 – Marc Erich Latoschik cues following (Okoshi, 1976) Human visual perception Monocular depth cues continued: • Linear Perspective • • Straight parallel lines meet in the horizon. Important depth cue. • Texture Gradient • Occlusion, Overlapping • Aerial Perspective • Shades and Shadows • • • • • • • • Closer objects look more detailed. Objects with smooth surface textures are usually interpreted being farther away (especially true if the texture spans from near to far). Out of sight blocking of objects. Distant objects (mountains in the horizon) look always slightly bluish or hazy due to small water and dust particles in the air between. Objects shadowing others are closer to light sources. Useful to resolve ambiguities. Bright objects seem to be closer to the observer than dark ones. (Example: Three dimensional looking WIMP interfaces.) Realtime 3D Computer Graphics / Virtual Reality – WS 2005/2006 – Marc Erich Latoschik Simulating visual stimuli 3D CG rendering provides: Retinal Image Size Linear perspective Methods: Perspective projection Texture Gradient High tessellation, LOD, texturing (images, bump maps, normal maps, height maps…) Occlusion Occlusion culling, z-buffer algorithm Aerial Perspective fogging, atmospheric models Special lighting equations, shadow maps, shadow casts VR requires immersion and hence a simulation of visual stimuli which provides a mature depth perception: Shades and Shadows Convergence Binocular Parallax Monocular and binocular Motion Parallax Stereoscopy, channel separation Head (motion) tracking, dynamic view frustum Realtime 3D Computer Graphics / Virtual Reality – WS 2005/2006 – Marc Erich Latoschik Implementing additional depth cues • Stereoscopy: • Render from two offset eye points (IPD) or center of projections (COPs). off-axis projection " (and # in 3D): VPN p`` binocular parallax p` p " Left eye Right eye View Plane Normal (VPN) Center Of Screen (1) (COS) Image plane/screen 1 fixed w.r.t. (right) eye COS Left eye Right Motion eye parallax: • • • p`` binocular parallax p` p COPt-1 Image plane/screen fixed w.r.t. world Left eye Track head (and hence eye movements) and calculate new perspective projection. translation Calculate dynamic view frustum in case of image plane fixed w.r.t. world. Left eye COPt Realtime 3D Computer Graphics / Virtual Reality – WS 2005/2006 – Marc Erich Latoschik p q p’t motion parallax q‘t nearness: q‘t-1 leftness: p‘t-1 Image plane/screen fixed w.r.t. world Stereoscopy Features of binocular parallax • Negative: object in front of screen • Zero: object on the screen • Positive: object behind the screen • Focus vs. convergence • Focus is on image plane • Convergence is on virtual object ! Large parallax puts strain on the eye. • Stereoscopy methods Feed each channel and its rendered picture to one specific eye by • using one screen per eye (HMD). • time-multiplexing generated images (shutter glasses). • filter images through polarization filters. • filter images using color filters (anaglyph). • using auto stereoscopic displays. Shutter Technology • Close left eye when right eye image is displayed and vice versa. • Controlled through infrared or wired up. • Usually connects to V-sync signal (vertical retrace of CRT). Realtime 3D Computer Graphics / Virtual Reality – WS 2005/2006 – Marc Erich Latoschik Stereoscopy Polarization • Light: wave length and direction of polarization. Two components orthogonal to each other. “normal” light • • polarized light Filters can block certain directions of polarization. See through linear polarization (use two projectors): • Left view: vertical filter in front of the lens. • Right view: horizontal filter in front of the lens. • Wear glasses with polarizing filters. • Left eye: vertical • Right eye: horizontal Realtime 3D Computer Graphics / Virtual Reality – WS 2005/2006 – Marc Erich Latoschik Stereoscopy • • Linear polarization • Can’t tilt head • Little ghosting See through circular polarization (using two projectors): • Left view: clockwise filter • Right view: counter clockwise filter • Allows arbitrary head orientations • In general more ghosting than linear polarization linear polarization circular polarization Anaglyph stereo • Combine each channel’s R,G,B values by two complementing transformations to calculate an integrated channel. • Several anaglyph version exist. Usually black/white images, color possible but filter and image colors may interfere. • Example for a red/blue transformation: Realtime 3D Computer Graphics / Virtual Reality – WS 2005/2006 – Marc Erich Latoschik Stereoscopy • Pulfrich effect • • • • • • At low light levels the eye-brain visual response is slower. Using a neutral (transparent gray) filter over one eye. Movement perception by that eye will lag behind perception by the unimpeded eye. Lag induces a difference in the images perceived by each eye. This induces a binocular vision illusion of depth. • Autostereograms Auto stereoscopic displays • • Holographic displays, e.g. laser projection on gas or fluids. Modified LCDs • Assign alternating pixel columns for each eye. • Filter outgoing light by prisms or by two vertically striped masks located in front of the LCD. • Slightly dislocate the masks in depth and displace them horizontally. Realtime 3D Computer Graphics / Virtual Reality – WS 2005/2006 – Marc Erich Latoschik SeeReal Technologies C-nt res. 1600x1200 mono res. 800x1200 stereo sweetspot distance 650 mm sweetspot width/depth 50/150mm
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