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P3D Re: Depth perception cues
- From: Gabriel Jacob <jacob@xxxxxxxxxxxxxx>
- Subject: P3D Re: Depth perception cues
- Date: Mon, 08 Mar 1999 21:10:15
John Roberts gave a pretty comprehensive list of depth perception cues
and then some!
>Primary sources of human depth perception:
> -binocular stereo: determining the distance (or relative distance) of an
> object based on the convergence of the eyes, and the disparity (if any)
> of the two views. Note that you don't have to converge on a particular
> object to get an idea of its distance (change in disparity with change
> in convergence is another source of information). (When done properly,
> the Pulfrich effect produces true binocular stereo, though it is
> produced by motion.)
Regarding binocular stereo, my understanding is, this relies only on
disparity. Convergence does play a role in depth determination but
only by sensing the eye muscle contractions.
Here is a list of major depth perception cues as outlined in the
book, "Perception."
Depth Information
______________|______________
| |
Oculomotor Visual
_______|_______ _______|_______
| | | |
Accommodation Convergence Binocular Monocular
_____________|_______
| |
Static cues Motion parallax
___________|___________
| | |
Interposition Size Perspective
P.S. If anyone has been following the heat(ed) ;-) discussion, I
am replying to John off-list. Hurray!!!
Gabriel
> - keystoning (nearby objects, not sure - see 970529 T3D discussion)
> (Premise: the human visual system produces keystoning when viewing
> nearby objects, and the amount of keystoning is partly a function of
> the distance to the objects. The issue is whether the brain actually
> uses this information.)
> - visual cues from the image:
> - perspective
> - known shape of an object
> - known size of an object
> - hiding of an object by other objects in front of it
> - multiple-reflection lighting (including reflection from non-specular
> reflectors)
> - degree of focus of objects in a scene (not sufficient when used alone
> to determine depth, but still a useful cue)
> - distance-related cues such as haze, brightness in a flash photo,
> texture gradient (variations in perceptible detail with distance),
etc.
> - focal distance of the eyes (which viewers of traditional stereo photos
> must learn to decouple from convergence) [accommodation]
> - chromatic aberration of the eyes - normally suppressed from conscious
> perception, but is used to notify parts of the brain on whether the
> focal distance (accommodation) of the eyes is greater than or less than
> the distance to the object being viewed
> - depth determined from motion of the point of view (head or camera)
> examples:
> - lateral motion of head or camera
> - rotation of the object being viewed
> - oscillation of the camera (various patented techniques)
> - motion of the point of view directly toward or away from the
> scene being viewed (rate of change in size and angle of view of
> objects in scene)
> - audio effects, and combination of visual and audio effects
> (A simple example is determining the distance of a flash of lightning,
> but the human auditory system is capable of perceiving much shorter
> distances - there's circuitry in there capable of handling time intervals
> of hundreds of microseconds, or perhaps better. Humans also use
> echolocation, usually not consciously - I don't ordinarily notice it,
> but I find that I can usually walk down a hallway with my eyes closed
> without bumping into anything, and I can't think of any other
explanation.)
> - kinesthetic senses: your brain knows where in space the articulated parts
> of your body are.
> - weird stuff like sensing of thermal infrared (The temperature sensitivity
> of human skin is actually about the same as that of the sensors of pit
> vipers, though handicapped by being attached to warm flesh. Humans can't
> image in thermal infrared like pit vipers, but they can detect the
> proximity of hot or cold objects.) Also detection of electric field of
> a charged object. Both absolute value and gradient may be distance cues
> for "touch"-based depth perception.
> - "technology-assisted" depth perception - anything using external devices,
> for example a blind person's cane, radar, or a GPS receiver.
>
>Note that many of these methods of depth perception are very peripheral
>to stereo photography, but applications such as advanced "virtual reality"
>will require the clever combination of multiple depth perception techniques
>for the most effective creation of realism.
>
>John Roberts
>
>
>
>
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End of PHOTO-3D Digest 3234
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