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1.
Visual depth cues are combined to produce the essential depth and dimensionality of Desktop Virtual Environments (DVEs). This study discusses DVEs in terms of the visual depth cues that create and support perception of frames of references and accomplishment of visual search tasks. This paper presents the results of an investigation that identifies the effects of the experimental stimuli positions and visual depth cues: luminance, texture, relative height and motion parallax on precise depth judgements made within a DVE. Results indicate that the experimental stimuli positions significantly affect precise depth judgements, texture is only significantly effective for certain conditions, and motion parallax, in line with previous results, is inconclusive to determine depth judgement accuracy for egocentrically viewed DVEs. Results also show that exocentric views, incorporating relative height and motion parallax visual cues, are effective for precise depth judgements made in DVEs. The results help us to understand the effects of certain visual depth cues to support the perception of frames of references and precise depth judgements, suggesting that the visual depth cues employed to create frames of references in DVEs may influence how effectively precise depth judgements are undertaken.  相似文献   

2.
This research has implications for tasks in human‐computer interaction where the user must interact with display information that is organized on multiple axes. We describe the results of an experiment that compared the effectiveness of five different techniques for shape and depth discrimination. The methods evaluated were binocular parallax, alternating horizontal parallax, alternating vertical parallax, motion parallax, and motion parallax in conjunction with the Pulfrich effect. Binocular parallax, closely followed by motion parallax and the Pulfrich effect, was most effective for the depth discrimination task in terms of both correctness and response time. Alternating parallax techniques provided cues for distinguishing between foreground and background in a scene but did not provide cues that were intuitively translated into depth. Response time of subjects for the shape discrimination task was fastest with alternating parallax. For depth discrimination, subjects preferred binocular parallax. For shape discrimination, binocular parallax and motion parallax were both highly rated.  相似文献   

3.
Multimedia Tools and Applications - As we watch 3D objects and move around them, the appearance of the objects would change. This is called motion parallax and it is one of important depth cues. We...  相似文献   

4.
In this paper we present a pipeline for rendering dynamic 2D/3D line drawings efficiently. Our main goal is to create efficient static renditions and coherent animations of line drawings in a setting where lines can be added, deleted and arbitrarily transformed on‐the‐fly. Such a dynamic setting enables us to handle interactively sketched 2D line data, as well as arbitrarily transformed 3D line data in a unified manner. We evaluate the proximity of screen projected strokes to simplify them while preserving their continuity. We achieve this by using a special data structure that facilitates efficient proximity calculations in a dynamic setting. This on‐the‐fly proximity evaluation also facilitates generation of appropriate visibility cues to mitigate depth ambiguities and visual clutter for 3D line data. As we perform all these operations using only line data, we can create line drawings from 3D models without any surface information. We demonstrate the effectiveness and applicability of our approach by showing several examples with initial line representations obtained from a variety of sources: 2D and 3D hand‐drawn sketches and 3D salient geometry lines obtained from 3D surface representations.  相似文献   

5.
Abstract— A depth‐map estimation method, which converts two‐dimensional images into three‐dimensional (3‐D) images for multi‐view autostereoscopic 3‐D displays, is presented. The proposed method utilizes the Scale Invariant Feature Transform (SIFT) matching algorithm to create the sparse depth map. The image boundaries are labeled by using the Sobel operator. A dense depth map is obtained by using the Zero‐Mean Normalized Cross‐Correlation (ZNCC) propagation matching method, which is constrained by the labeled boundaries. Finally, by using depth rendering, the parallax images are generated and synthesized into a stereoscopic image for multi‐view autostereoscopic 3‐D displays. Experimental results show that this scheme achieves good performances on both parallax image generation and multi‐view autostereoscopic 3‐D displays.  相似文献   

6.
目的 为减少立体图像中由于水平视差过大引起的视觉疲劳。针对实时渲染的立体视觉系统,给出了一种非均匀深度压缩方法。方法 该方法在单一相机空间内,通过不同的投影变换矩阵生成双眼图像,水平视差由投影变换来控制。为减少深度压缩造成的模型变形而带来的瑕疵,将不同深度区域内物体施以不同的压缩比例;将相机轴距表示为深度的连续函数,通过相机轴距推导出在单一相机空间内获取双眼图像的坐标变换,将深度压缩转换为模型的坐标变换,从而保证压缩比例的连续变化。结果 实验结果表明,该方法能有效提高立体图像的质量。结论 该方法简单、高效,可应用于游戏、虚拟现实等实时立体视觉系统。  相似文献   

7.
In an explorative task subjects were asked to track a line presented in combination with other confusing lines on a 3D display. 24 subjects performed the explorative task under three depth cue conditions which were: stereopsis, movement parallax or a combination of stereopsis and movement parallax (stereo and parallax).

Task performance was assessed by recording completion time and correctness of answer.

The combination of stereopsis and movement parallax gave rise to highest percentage of correct answers (84%), followed by the condition where movement parallax was the only depth cue (80%). Percentage of correct answers in both conditions was found to be significantly higher than it was in the condition with stereopsis (60%).

Mean completion time was about the same in the stereo and parallax condition and the stereopsis condition. Compared to the movement parallax condition both means were significantly decreased.

Accuracy in completing the task was found to be similar in 3D displays enabling movement parallax and in 3D displays presenting stereoscopic images.  相似文献   


8.
Abstract— A multi‐view depth‐fused 3‐D (DFD) display that provides smooth motion parallax for wide viewing angles is proposed. A conventional DFD display consists of a stack of two transparent emitting screens. It can produce motion parallax for small changes in observation angle, but its viewing zone is rather narrow due to the split images it provides in inclined views. On the other hand, even though multi‐view 3‐D displays have a wide viewing angle, motion parallax in them is discrete, depending on the number of views they show. By applying a stacked structure to multi‐view 3‐D displays, a wide‐viewing‐angle 3‐D display with smooth motion parallax was fabricated. Experimental results confirmed the viewing‐zone connection of DFD displays while the calculated results show the feasibility of stacked multi‐view displays.  相似文献   

9.
Interactive stereo displays allow for the existence of a natural interaction between the user and the stereo images depicted on the display. In the type of display discussed here, this interaction takes the form of tracking the user's head and hand/arm position. Sensing the user's head position allows for the creation of motion parallax information, an immersive depth cue that can be added to the binocular parallax already present in the display. Sensing the user's hand or arm position allows the user to manipulate the spatial attributes of virtual objects and scenes presented on the display, which can enhance spatial reasoning. Moreover, allowing the user to manipulate virtual objects may permit the creation of a sense of spatial relations among elements in the display via proprioception, which may augment the two parallax cues. The congruence among binocular parallax, motion parallax, and proprioception should increase the sense of depth in the display and increase viewing comfort, as well as enhance the ability of our intuitive reasoning system to make reasoned sense out of the perceptual information. These advantages should make interactive stereo displays, which may be classified as a form of cognitive enhancement display, the display of choice in the future.  相似文献   

10.
Dual layered display or also called tensor display that consists of two panels in a stack can present full‐parallax 3D images with high resolution and continuous motion parallax by reconstructing corresponding light ray field within a viewing angle. The depth range where the 3D images can be displayed with reasonable resolution, however, is limited around the panel stack. In this paper, we propose a dual layered display that can present stereoscopic images to multiple viewers located at arbitrary positions in observer space with high resolution and large depth range. Combined with the viewer tracking system, the proposed method provides a practical way to realize high‐resolution large‐depth auto‐stereoscopic 3D display for multiple observers without restriction on the observer position and the head orientation.  相似文献   

11.
Implementing an interactive mixed reality simulation system is an economical and risk-free method for skill training. However, research to enhance the accuracy of mixed reality simulation has always been a challenge. One of the key indicators of a simulation's accuracy is the user's depth perception. Adding depth cues to the simulation scene can effectively increase the accuracy of depth perception. Therefore, in this study, we designed five depth cues to find the one most beneficial for depth perception: (1) depth bar, (2) location ball, (3) fixed window, (4) 3D wireframe, and (5) movable silhouettes. These depth cues were tested using an experimental system with two sets of experimental settings. The first experiment compared the five depth cues at five different viewing distances and showed that the movable silhouettes benefited depth perception accuracy the most. The second experiment compared depth perception accuracies among three different horizontal tilt settings, showing that depth perception accuracy is dependent on the horizontal tilt. Furthermore, different depth perception accuracies were obtained with and without depth cues, proving that the effects from the horizontal tilts were independent of depth cues. The results of these studies provide references for designing interactive mixed reality simulation systems.  相似文献   

12.
Light field display (LFD) is considered as a promising technology to reconstruct the light rays’ distribution of the real 3D scene, which approximates the original light field of target displayed objects with all depth cues in human vision including binocular disparity, motion parallax, color hint and correct occlusion relationship. Currently, computer-generated content is widely used for the LFD system, therefore rich 3D content can be provided. This paper firstly introduces applications of light field technologies in display system. Additionally, virtual stereo content rendering techniques and their application scenes are thoroughly combed and pointed out its pros and cons. Moreover, according to the different characteristics of light field system, the coding and correction algorithms in virtual stereo content rendering techniques are reviewed. Through the above discussion, there are still many problems in the existing rendering techniques for LFD. New rendering algorithms should be introduced to solve the real-time light-field rendering problem for large-scale virtual scenes.  相似文献   

13.
The virtual reality (VR) and augmented reality (AR) applications have been widely used in a variety of fields; one of the key requirements in a VR or AR system is to understand how users perceive depth in the virtual environment and AR. Three different graphics depth cues are designed in shuffleboard to explore what kind of graphics depth cues are beneficial for depth perception. We also conduct a depth‐matching experiment to compare performance in VR and AR systems using an optical see‐through head‐mounted display (HMD). The result shows that the absolute error increases as the distance becomes farther. Analysis from the inverse of distance shows that box depth cues have a significant effect on depth perception, while the points depth cues and line depth cues have no significant effect. The error in diopter in AR experiment is lower than that in VR experiment. Participants in the AR experiment under medium illuminance condition have less error than those under low and high illuminance conditions. Men have less error than women in certain display conditions, but the advantage disappears when there is a strong depth cue. Besides, there is no significant effect of completion time on depth perception.  相似文献   

14.
Park SH  Woldstad JC 《Human factors》2000,42(4):592-603
In this study a multiple-view two-dimensional (2D) display was compared with a three-dimensional (3D) monocular display and a 3D stereoscopic display using a simulated telerobotic task. As visual aids, three new types of visual enhancement cues were provided and evaluated for each display type. The results showed that the multiple-view 2D display was superior to the 3D monocular and the 3D stereoscopic display in the absence of the visual enhancement depth cues. When participants were provided with the proposed visual enhancement cues, the stereoscopic and monocular displays became equivalent to the multiple-view 2D display. Actual or potential applications of this study include the design of visual displays for teleoperation systems.  相似文献   

15.
Abstract— An integral imaging time‐division‐multiplexing 18‐view 3‐D display based on the one‐dimensional integral‐imaging (1‐D‐II) technique using a 9‐in. OCB‐LCD, lenticular sheet, and active shutter has been developed. By simulating a lens shape and a shutter structure and analyzing the light‐beam profile of the increasing‐parallax‐number region to find the best conditions, depth range, and viewing angle were an enhanced and a brighter and flicker‐less 3‐D image with smooth motion parallax was obtained.  相似文献   

16.
目的 传统的单目视觉深度测量方法具有设备简单、价格低廉、运算速度快等优点,但需要对相机进行复杂标定,并且只在特定的场景条件下适用。为此,提出基于运动视差线索的物体深度测量方法,从图像中提取特征点,利用特征点与图像深度的关系得到测量结果。方法 对两幅图像进行分割,获取被测量物体所在区域;然后采用本文提出的改进的尺度不变特征变换SIFT(scale-invariant feature transtorm)算法对两幅图像进行匹配,结合图像匹配和图像分割的结果获取被测量物体的匹配结果;用Graham扫描法求得匹配后特征点的凸包,获取凸包上最长线段的长度;最后利用相机成像的基本原理和三角几何知识求出图像深度。结果 实验结果表明,本文方法在测量精度和实时性两方面都有所提升。当图像中的物体不被遮挡时,实际距离与测量距离之间的误差为2.60%,测量距离的时间消耗为1.577 s;当图像中的物体存在部分遮挡时,该方法也获得了较好的测量结果,实际距离与测量距离之间的误差为3.19%,测量距离所需时间为1.689 s。结论 利用两幅图像上的特征点来估计图像深度,对图像中物体存在部分遮挡情况具有良好的鲁棒性,同时避免了复杂的摄像机标定过程,具有实际应用价值。  相似文献   

17.
We proposed and developed a novel monocular hyper‐realistic head dome projector for an amusement application and a novel monocular windshield augmented reality projector for augmented reality and head‐up display applications. They use monocular vision that eliminates the depth cues caused by binocular parallax information. Our developed monocular hyper‐realistic head dome projector and windshield augmented reality projector system achieved a high hyper‐reality performance with free depth perception and high visibility.  相似文献   

18.
Abstract— A 42‐in. 2‐D/3‐D switchable display operating in a parallax‐barrier‐type system consisting of liquid‐crystal displays (LCDs) has been developed. The system displays 2‐D images in full resolution, without any degradation to the original 2‐D images, and 3‐D autostereoscopic images with resolutions higher than SVGA with wide viewing zones electrically controlled by the parallax‐barrier system. The system is intended for use in public‐information displays (PIDs), a booming field, and as displays for gaming, medical, and simulation applications.  相似文献   

19.
Abstract— Although two‐view 3‐D displays requiring stereo glasses are on the market, the shape of objects they present is distorted when the observer's head moves. This problem can be solved by using a (passive) multi‐view 3‐D display because such a display can produce motion parallax. Another problem has to do with the surface quality of the presented object, but little is known about the fidelity of such displays as far as the surface quality goes. Previously, it was found that a two‐view 3‐D display has a problem in which glossiness deteriorates when the observer's head moves and that it can be alleviated by using a head tracker, whose data enables the display to produce correct motion parallax and luminance changes when the viewer's head moves. Here, it was determined whether this problem can be solved by using commercially available multi‐view 3‐D displays, whose finite number of viewpoints and certain amount of cross‐talk, however, make luminance changes inexact and smaller than they should be. It was found that this display can solve the problem to a certain extent.  相似文献   

20.
To examine the effect of stereo vision on performance, presence and oculomotor disturbances within a virtual environment (VE), two groups of 23 participants (good stereo acuity/low stereo acuity) were evaluated. Groups were matched in terms of gender, age and VE design factors (the latter were accounted for to ensure a similar VE experience between groups). Participants were immersed in a VE maze for up to 1h during which time they interacted with the environment while performing a number of stationary and movement-based tasks. Individuals with low stereo acuity traveled further to complete two tasks in the VE, yet performance time on these tasks was comparable to participants with good stereo acuity. Although participants with impaired stereo vision likely did not fully benefit from a stereoscopic view of the scene, they may have received sufficient depth information from movement-based cues to efficiently accomplish these tasks in a comparable amount of time. Overall performance, based on both the number of tasks completed and the total translational distance moved (based on input device movement) within the VE was not hindered for those with low stereo acuity. In addition, the expected increase in oculomotor disturbances for this group was not evident in this study, and both groups reported comparable amounts of presence from VE exposure. These results suggest that when head tracking is included as part of the VE experience (i.e., motion parallax cues exist), participants with low stereo acuity can be expected to perform comparable to normal sighted individuals, experience a comparable sense of presence, and report no increase in adverse effects when viewing scenes via stereoscopic displays. Thus, motion parallax cues may adequately provide a sense of depth within a VE, and alleviate theorized performance decrements for individuals with low stereo acuity. The results of this study have implications for those designing entertainment simulations or other such applications open to the general public, where people with low stereo acuity may routinely participate.  相似文献   

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