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Perceptual versus Cultural

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).

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Perceptual versus Cultural

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  1. Perceptual versus Cultural

  2. Architecture for visual thinking

  3. Intro to Human Visual System and Displays • Fundamental Optics • Fovea • The ultimate Display

  4. Human Visual Field

  5. Visual Angle

  6. 1 diopter: a lens that focuses at 1 meter. 45d ~15d

  7. Acuities Vernier super acuity (10 sec) Grating acuity Two Point acuity (0.5 min)

  8. Human Spatial Acuity

  9. 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

  10. Anti aliasing

  11. Temporal Aliasing • Human Flicker fusion 50 Hz • Temporal aliasing occurs with moving targets • Must compute motion blur to fix the problem

  12. Acuity Distribution

  13. Brain Pixels

  14. Brain pixels=retinal ganglion cell receptive fields Field size = 0.006(e+1.0) - Anderson Characters = 0.046e - Anstis Ganglion cells Tartufieri

  15. Brain pixel distribution Ideally get information into every brain pixel

  16. 0.8 BP Pixels and Brain Pixels 1 bp 0.2 BP Small Screen Big Screen

  17. 1280x1024 simulated CAVE Monitor A conventional monitor covers <45% of our brain pixels

  18. Percent of Brain Pixels Uniquely Stimulated in region covered by the display Monitor Cave

  19. 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.

  20. Scale matters Parafovea

  21. Ultimate Display

  22. University of Illinois 100mpixel display

  23. Data walls (near immersion) • Stereo, no head tracking, wide screen

  24. CAVE • Head tracking – stereo-one user • Light scattering problems • Interaction problems

  25. 1 1 1 = + f1 f2 f3 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

  26. Ultimate Display

  27. Ultimate Display

  28. Augmented Reality

  29. Issues • Depth of focus • Occlusion • Registration

  30. Augmented reality (Feiner) • Add text+images to real world • See through glasses • Very sensitive to head tracking

  31. Augmented Reality Binoculars Uses a video camera Or Beam splitter.

  32. Why don’t we use HUDs more? • Text • Television

  33. Why don’t we use HUDs more? • Text • Television • Monocular binocular • Screen width • Blocking the real world • Eyeglasses

  34. Immersadesk • Stereo, • Head tracking*

  35. Ultra Hi-Resolution Wheatstone Stereoscope

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