Perception of Perspective Distortions of Man-Made Virtual Objects
F. Steinicke, G. Bruder, and S. Kuhl. International Conference and Exhibition on Computer Graphics and Interactive Techniques (SIGGRAPH), ACM, ACM Press, (2010)Conference DVD.
Abstract
In computer graphics one is often concerned with representing 3D
objects on 2D displays, which provide often only a limited display
field of view (DFOV) to the observer. Usually, planar geometric
projections, in particular linear perspective projections, are
applied, which make use of a straightforward mapping of graphical
entities in a 3D view frustum to a 2D image plane. Corresponding
to the DFOV introduced for computer screens, the aperture angle
of the virtual camera is often denoted as geometric field of view
(GFOV) Kjelldahl and Prime 1995. Projections of virtual objects
on a computer screen are affected by the interplay between
the GFOV that is used to render the scene, and the DFOV (see Figure
1). In this context, only little research has been conducted to
identify perspective projections that appear realistic to users. Instead,
graphics designers and developers often choose GFOVs that
vary significantly from the DFOV Steinicke et al. 2009.
In this poster we take some first steps to analyze the user’s ability
to detect perspective distortions of man-made virtual objects displayed
on a computer screen. We describe a psychophysical experiment,
which reveals how computer graphics projections have to be
adjusted such that users perceive a realistic view to a virtual object.
%0 Conference Paper
%1 SBK10
%A Steinicke, Frank
%A Bruder, Gerd
%A Kuhl, Scott
%B International Conference and Exhibition on Computer Graphics and Interactive Techniques (SIGGRAPH)
%D 2010
%I ACM Press
%K interactive objects stadtmodellen virtual virtualreality
%T Perception of Perspective Distortions of Man-Made Virtual Objects
%U http://www.mcm.uni-wuerzburg.de/fileadmin/06110000/user_upload/Paper/IMG/2010/SBK10.pdf
%X In computer graphics one is often concerned with representing 3D
objects on 2D displays, which provide often only a limited display
field of view (DFOV) to the observer. Usually, planar geometric
projections, in particular linear perspective projections, are
applied, which make use of a straightforward mapping of graphical
entities in a 3D view frustum to a 2D image plane. Corresponding
to the DFOV introduced for computer screens, the aperture angle
of the virtual camera is often denoted as geometric field of view
(GFOV) Kjelldahl and Prime 1995. Projections of virtual objects
on a computer screen are affected by the interplay between
the GFOV that is used to render the scene, and the DFOV (see Figure
1). In this context, only little research has been conducted to
identify perspective projections that appear realistic to users. Instead,
graphics designers and developers often choose GFOVs that
vary significantly from the DFOV Steinicke et al. 2009.
In this poster we take some first steps to analyze the user’s ability
to detect perspective distortions of man-made virtual objects displayed
on a computer screen. We describe a psychophysical experiment,
which reveals how computer graphics projections have to be
adjusted such that users perceive a realistic view to a virtual object.
@inproceedings{SBK10,
abstract = {In computer graphics one is often concerned with representing 3D
objects on 2D displays, which provide often only a limited display
field of view (DFOV) to the observer. Usually, planar geometric
projections, in particular linear perspective projections, are
applied, which make use of a straightforward mapping of graphical
entities in a 3D view frustum to a 2D image plane. Corresponding
to the DFOV introduced for computer screens, the aperture angle
of the virtual camera is often denoted as geometric field of view
(GFOV) [Kjelldahl and Prime 1995]. Projections of virtual objects
on a computer screen are affected by the interplay between
the GFOV that is used to render the scene, and the DFOV (see Figure
1). In this context, only little research has been conducted to
identify perspective projections that appear realistic to users. Instead,
graphics designers and developers often choose GFOVs that
vary significantly from the DFOV [Steinicke et al. 2009].
In this poster we take some first steps to analyze the user’s ability
to detect perspective distortions of man-made virtual objects displayed
on a computer screen. We describe a psychophysical experiment,
which reveals how computer graphics projections have to be
adjusted such that users perceive a realistic view to a virtual object.},
added-at = {2011-07-05T13:43:10.000+0200},
author = {Steinicke, Frank and Bruder, Gerd and Kuhl, Scott},
biburl = {https://www.bibsonomy.org/bibtex/283bc03535c6dbf0afe8ada46a3341736/mcm},
booktitle = {International Conference and Exhibition on Computer Graphics and Interactive Techniques (SIGGRAPH)},
interhash = {695b0c1bd4513b193c240fc57b0edcda},
intrahash = {83bc03535c6dbf0afe8ada46a3341736},
keywords = {interactive objects stadtmodellen virtual virtualreality},
note = {Conference DVD},
organization = {ACM},
publisher = {ACM Press},
timestamp = {2012-04-02T14:16:33.000+0200},
title = {Perception of Perspective Distortions of Man-Made Virtual Objects},
url = {http://www.mcm.uni-wuerzburg.de/fileadmin/06110000/user_upload/Paper/IMG/2010/SBK10.pdf},
year = 2010
}