Abstract
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.
- Ankrum, D. R. 1999. Visual ergonomics in the office: Guidelines. Occup. Health Safety 68, 7, 64--74.Google Scholar
- Burdea, G. and Coiffet, P. 2003. Virtual Reality Technology. Wiley-IEEE Press. Google Scholar
Digital Library
- Draper, M. H., Viirre, E. S., Furness, T. A., and Gawron, V. J. 2001. Effects of image scale and system time delay on simulator sickness within head-coupled virtual environments. J. Human Factors Ergonom. Soc. 43, 1, 129--146.Google Scholar
Cross Ref
- Ferwerda, J. 2008. SIGGRAPH core: Psychophysics 101: How to run perception experiments in computer graphics. In Proceedings of the International Conference on Computer Graphics and Interactive Techniques. ACM, SIGGRAPH 2008 classes. Google Scholar
Digital Library
- Franke, I., Pannasch, S., Helmert, J. R., Rieger, R., Groh, R., and Velichkovsky, B. M. 2008. Towards attention-centered interfaces: An aesthetic evaluation of perspective with eye tracking. ACM Trans. Multimedia Comput. Comm. Appl. 4, 3, 1--13. Google Scholar
Digital Library
- Gillam, B. 1980. Geometrical illusions. Amer. J. Science 242, 102--111.Google Scholar
Cross Ref
- Hagen, M. A. 1980. The Perception of pictures. (Series in Cognition and Perception). Academic Press.Google Scholar
- Hendrix, C. and Barfield, W. 1996. Presence within virtual environments as a function of visual display parameters. Presence: Teleoper. Virtual Environ. 5, 3, 274--289.Google Scholar
Digital Library
- Holloway, R. and Lastra, A., 1995. Virtual environments: A survey of the technology. Tech rep. TR93-033, University of North Carolina at Chapel Hill. Google Scholar
Digital Library
- Kjelldahl, L. and Prime, M. 1995. A study on how depth perception is affected by different presentation methods of 3D objects on a 2D display. Computers Graph. 19, 2, 199--202.Google Scholar
Cross Ref
- Kuhl, S. A., Thompson, W. B., and Creem-Regehr, S. H. 2009. HMD calibration and its effects on distance judgments. ACM Trans. Appl. Percep. 6, 3, 1--19. Google Scholar
Digital Library
- Loomis, J. M. and Knapp, J. M. 2003. Virtual and Adaptive Environments. Erlbaum, Mahwah, NJ. 21--46.Google Scholar
- Loomis, J., Silva, J. D., Philbeck, J., and Fukusima, S. 1996. Visual perception of location and distance. Current Direct. Psych. Science 5, 72--77.Google Scholar
Cross Ref
- McGreevy, M., Ratzlaff, C., and Ellis, S. 1985. Virtual space and two-dimensional effects in perspective displays. In Proceedings of the 21st Annual Conference on Manual Control.Google Scholar
- Messing, R. and Durgin, F. H. 2005. Distance perception and the visual horizon in head-mounted displays. ACM Trans. Appl. Percep. 2, 3, 234--250. Google Scholar
Digital Library
- Murray, J. 1994. Some perspectives on visual depth perception. ACM SIGGRAPH Computer Graph., Special Issue on Interactive Entertainment Design, Implementation and Adrenaline. 28, 155--157. Google Scholar
Digital Library
- Neale, D. C. 1996. Spatial perception in desktop virtual environments. In Proceedings of Human Factors and Ergonomics. 1117--1121.Google Scholar
Cross Ref
- Pirenne, M. H. 1970. Optics, Painting and Photography. Cambridge University Press, Cambridge, UK.Google Scholar
- Polys, N., Kim, S., and Bowman, D. 2005. Effects of information layout, screen size, and field of view on user performance in information-rich virtual environments. In Proceedings of the Symposium on Virtual Reality and Software Systems (VRST). ACM, 46--55. Google Scholar
Digital Library
- Rensink, R. A., O'Regan, J. K., and Clark, J. J. 1997. To see or not to see: The need for attention to perceive changes in scenes. Psych. Science 8, 5, 368--373.Google Scholar
Cross Ref
- Ries, B., Interrante, V., Kaeding, M., and Phillips, L. 2009. Analyzing the effect of a virtual avatar's geometric and motion fidelity on ego-centric spatial perception in immersive virtual environments. In Proceedings of the ACM Symposium on Virtual Reality Software and Technology (VRST). 59--66. Google Scholar
Digital Library
- Rolland, J., Gibson, W., and Presence, D. A. 1995. Towards quantifying depth and size perception in virtual environments. Presence 4, 1, 24--48.Google Scholar
Digital Library
- Rosenberg, C., and Barfield, W. 1995. Estimation of spatial distortion as a function of geometric parameters of perspective. IEEE Trans. Syst. Man Cybernetic 25, 1323--1333.Google Scholar
Cross Ref
- Shreiner, D. 2009. OpenGL Programming Guide: The official Guide to Learning OpenGL, Versions 3.0 and 3.1, 7th Ed. Addison-Wesley. Google Scholar
Digital Library
- Steinicke, F., Bruder, G., Kuhl, S., Willemsen, P., Lappe, M., and Hinrichs, K. H. 2009. Judgment of natural perspective projections in head-mounted display environments. In Proceedings of the ACM Symposium on Virtual Reality Software and Technology (VRST). 35--42. Google Scholar
Digital Library
- Stroebel, L. D. 1999. View Camera Technique. Focal Press.Google Scholar
- Vishwanath, D., Girshick, A. R., and Banks, M. S. 2005. Why pictures look right when viewed from the wrong place? Nature Neurosci. 8, 1401--1410.Google Scholar
- Warren, R., and Wertheim, A. H. 1990. Perception & Control of Self-Motion. Lawrence Erlbaum Associates, Mahwah, NJ.Google Scholar
- Willemsen, P., Colton, M. B., Creem-Regehr, S., and Thompson, W. B. 2009. The effects of head-mounted display mechanical properties and field-of-view on distance judgments in virtual environments. ACM Trans. Appl. Percept. 2, 6. Google Scholar
Digital Library
- Witmer, B. G., and Kline, P. B. 1998. Judging perceived and traversed distance in virtual environments. Presence: Teleoper. Virtual Environ. 7, 2, 144--167. Google Scholar
Digital Library
- Zorin, D. and Barr, A. H. 1995. Correction of geometric perceptual distortions in pictures. In Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), 257--264. Google Scholar
Digital Library
Index Terms
Realistic perspective projections for virtual objects and environments
Recommendations
Judgment of natural perspective projections in head-mounted display environments
VRST '09: Proceedings of the 16th ACM Symposium on Virtual Reality Software and TechnologyThe display units integrated in todays head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the ...
Calibration-Free Augmented Reality in Perspective
This paper deals with video-based augmented reality and proposes an algorithm for augmenting a real video sequence with views of graphics objects without metric calibration of the video camera by representing the motion of the video camera in projective ...
Adaptation to Force in the Haptic Rendering of Virtual Environments
EuroHaptics '08: Proceedings of the 6th international conference on Haptics: Perception, Devices and ScenariosRealistic haptic rendering is one of the most challenging issues in the field of virtual reality. The intent is for the user to experience the same kinesthetic sensations in the virtual realm as they would in the real world. Therefore, we need to know ...





Comments