perceptual versus cultural
DESCRIPTION
Perceptual versus Cultural. Architecture for visual thinking. Intro to Human Visual System and Displays. Fundamental Optics Fovea The ultimate Display. Human Visual Field. Visual Angle. 1 diopter: a lens that focuses at 1 meter. 45d. ~15d. Acuities. Vernier super acuity (10 sec). - PowerPoint PPT PresentationTRANSCRIPT
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Perceptual versus Cultural
a
AB
C
D
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Architecture for visual thinking
a
AB
C
D
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Intro to Human Visual System and Displays
Fundamental Optics Fovea The ultimate Display
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Human Visual Field
aa
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LEFT RIGHT
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20
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Visual Angle
dr
h
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1 diopter: a lens that focuses at 1 meter.
45d
~15d
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Acuities
Vernier super acuity (10 sec)
Grating acuityTwo Point acuity (0.5 min)
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Human Spatial Acuity
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Cutoff at 50 cycles/deg.
Receptors: 20 sec of arc Pooled over larger and larger areas 100 million receptors 1 million fibers to brain A screen may have 30 pixels/cm – need
about 4 times as much. VR displays have 5 pixels/cm
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Anti aliasing
Input pattern
Output pattern
Pixel matrix
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Temporal Aliasing
Human Flicker fusion 50 Hz Temporal aliasing occurs with moving
targets Must compute motion blur to fix the
problem
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Acuity Distribution
aaa
10 30 50103050
Distance from Fovea (deg.)
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Brain Pixels
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Brain pixels=retinal ganglion cell receptive fields
Tartufieri
Field size = 0.006(e+1.0) - AndersonCharacters = 0.046e - Anstis
Ganglion cells
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Brain pixel distribution
Ideally get information into every brain pixel
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aaa
10 30 50103050
Distance from Fovea (deg.)
100
80
60
40
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Pixels and Brain Pixels
aaa
10 30 50103050
Distance from Fovea (deg.)
100
80
60
40
20
0.2 BP
1 bp
Small Screen
0.8 BP
Big Screen
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1280x1024 simulated
Monitor
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0 50 100 150 200
Display Width (cm)
Bra
in P
ixel
s
Total BP
BP Stimulated
CAVE
A conventional monitor covers <45% of our brain pixels
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Percent of Brain Pixels Uniquely Stimulated in region covered by the display
0
10
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0 50 100 150 200
Display Width (cm)
Per
cen
t st
imu
late
d
Display
Parafovea
Monitor Cave
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How efficiently can we use each display?
It will take approximately 2.5x as long to fixate targets at the edge of the big screen
Head movements accompany eye movements > 25 deg.
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Scale matters
Parafovea
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Ultimate Display
a
High resolutionbinocular insert (25x19)
Left eyebackground(82.5x66.7)
Right eyebackground(82.5x66.7)
Binocular overlap
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University of Illinois
100mpixel display
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Data walls (near immersion) Stereo, no head tracking, wide screen
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CAVE Head tracking – stereo-one user Light scattering problems Interaction problems
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Depth of Field
1/3 diopter detectable focus: standard pupil
50 cm 43cm 60cm 1 m 75cm 1.5m 2m 1.2m 6.0m 3m 1.5m infinity
1 1 1 = +
f1 f2 f3
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Ultimate Display
Use an eye tracker tomeasure direction of gaze
Ascertain distance toobject
Change focal length oflens so that fixated virtualobject is at correct focal distance
Screen
Compute graphics imagery so thatobjects at different focal distancesappear out of focusAttempt to determine
fixated object
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Ultimate Display
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Augmented Reality
Virtual imagery
Real-world imagery
Computer Display
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Issues
Depth of focus Occlusion Registration
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Augmented reality (Feiner)
Add text+images to real world See through glasses Very sensitive to head tracking
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Augmented Reality Binoculars
Uses a video camera
Or Beam splitter.
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Why don’t we use HUDs more?
Text Television
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Why don’t we use HUDs more?
Text Television
Monocular binocular Screen width Blocking the real world Eyeglasses
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Immersadesk Stereo, Head tracking*
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Ultra Hi-Resolution Wheatstone Stereoscope