Some Notes for Anaglyph Stereo Method in the Presentation of Moving Objects

1997 ◽  
Vol 9 (2) ◽  
pp. 132-134
Author(s):  
Hitomi Koike ◽  
◽  
Masanori Idesawa ◽  

The human visual system perceives three-dimensional structures by using all kinds of means, such as perspective, binocular parallax, motion parallax, texture gradient, etc[2]. Among these, binocular stereo viewing based on binocular parallax is one of the most important means in perceiving the three-dimensional structures of objects. In recent years, in the field of computer graphics, the three-dimensional presentation method based on binocular stereo viewing is widely used. In research on the elucidation of the human visual mechanism, studies with the use of three--dimensional presentation methods based on binocular stereo viewing as applied to computer graphics are being , carried out actively. These studies have led to new discoveries which were never anticipated in the past, and to new knowledge concerning the human visual system. For three-dimensional presentation based on binocular viewing, various methods are used; the anaglyph method is one of them (Fig.1). According to the anaglyph method, the images of the left eye and the right eye are depicted in different colors and are observed after they are separated by means of filters corresponding to these colors. For this reason, the anaglyph method is an extremely effective one for conducting a simple experiment on binocular stereo viewing[1]. However, in the observation of moving objects which the present authors have recently conducted, a strange phenomenon was observed that a triangle rotating on a plane with a uniform depth is perceived as if it were moving in a slanted way. When this phenomenon was examined, it was confirmed that it was due to the Pulfrich effect based on the difference in brightness between red and blue colors[4]. This fact indicates that it is necessary to pay sufficient attention to the existence of this phenomenon as long as the anaglyph method is used for the presentation and observation of moving objects. The present report is intended to introduce several of phenomena observed in the course of the study on the cause of this phenomenon.

2006 ◽  
Vol 23 (3-4) ◽  
pp. 311-321 ◽  
Author(s):  
HUSEYIN BOYACI ◽  
KATJA DOERSCHNER ◽  
JACQUELINE L. SNYDER ◽  
LAURENCE T. MALONEY

Researchers studying surface color perception have typically used stimuli that consist of a small number of matte patches (real or simulated) embedded in a plane perpendicular to the line of sight (a “Mondrian,” Land & McCann, 1971). Reliable estimation of the color of a matte surface is a difficult if not impossible computational problem in such limited scenes (Maloney, 1999). In more realistic, three-dimensional scenes the difficulty of the problem increases, in part, because the effective illumination incident on the surface (the light field) now depends on surface orientation and location. We review recent work in multiple laboratories that examines (1) the degree to which the human visual system discounts the light field in judging matte surface lightness and color and (2) what illuminant cues the visual system uses in estimating the flow of light in a scene.


Perception ◽  
2019 ◽  
Vol 48 (6) ◽  
pp. 500-514
Author(s):  
Yuki Kobayashi ◽  
Kazunori Morikawa

The human visual system can extract information on surface reflectance (lightness) from light intensity; this, however, confounds information on reflectance and illumination. We hypothesized that the visual system, to solve this lightness problem, utilizes the internally held prior assumption that illumination falls from above. Experiment 1 showed that an upward-facing surface is perceived to be darker than a downward-facing surface, proving our hypothesis. Experiment 2 showed the same results in the absence of explicit illumination cues. The effect of the light-from-left prior assumption was not observed in Experiment 3. The upward- and downward-facing surface stimuli in Experiments 1 and 2 showed no difference in a two-dimensional configuration or three-dimensional structure, and the participants’ perceived lightness appeared to be affected by the observers’ prior assumption that illumination is always from above. Other studies have not accounted for this illusory effect, and this study’s finding provides additional insights into the study of lightness perception.


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Leiming Li ◽  
Wenyao Zhu ◽  
Hongwei Hu

For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of the basic graphics rendering pipeline process and the analysis and research of each stage of the rendering pipeline. It mainly analyzes the 3D graphics algorithm used in the three-dimensional geometric transformation of computer graphics and studies the basic texture technology, basic lighting model, and other image output processes used in the fragment processing stage. Combined with the development needs of the subject, the principles of 3D animation rendering production software and 3D graphics modeling are studied, and the solid 3D model displayed in the virtual reality scene is designed and produced. This article also reflects the application of virtual reality in multivisual animation character design from the side, so it has realistic value and application prospects.


1989 ◽  
Vol 1 (3) ◽  
pp. 324-333 ◽  
Author(s):  
Masud Husain ◽  
Stefan Treue ◽  
Richard A. Andersen

Although it is appreciated that humans can use a number of visual cues to perceive the three-dimensional (3-D) shape of an object, for example, luminance, orientation, binocular disparity, and motion, the exact mechanisms employed are not known (De Yoe and Van Essen 1988). An important approach to understanding the computations performed by the visual system is to develop algorithms (Marr 1982) or neural network models (Lehky and Sejnowski 1988; Siegel 1987) that are capable of computing shape from specific cues in the visual image. In this study we investigated the ability of observers to see the 3-D shape of an object using motion cues, so called structure-from-motion (SFM). We measured human performance in a two-alternative forced choice task using novel dynamic random-dot stimuli with limited point lifetimes. We show that the human visual system integrates motion information spatially and temporally (across several point lifetimes) as part of the process for computing SFM. We conclude that SFM algorithms must include surface interpolation to account for human performance. Our experiments also provide evidence that local velocity information, and not position information derived from discrete views of the image (as proposed by some algorithms), is used to solve the SFM problem by the human visual system.


2020 ◽  
pp. bmjmilitary-2020-001493
Author(s):  
Bonnie Noeleen Posselt ◽  
M Winterbottom

Visual standards for military aviators were historically set in the 1920s with requirements based on the visual systems of aircraft at the time, and these standards have changed very little despite significant advances in aircraft technology. Helmet-mounted displays (HMDs) today enable pilots to keep their head out of the cockpit while flying and can be monocular, biocular or binocular in design. With next generation binocular HMDs, flight data can be displayed in three-dimensional stereo to declutter information presented, improving search times and potentially improve overall performance further. However, these new visually demanding technologies place previously unconsidered stresses on the human visual system. As such, new medical vision standards may be required for military aircrew along with improved testing methods to accurately characterise stereo acuity.


2014 ◽  
Vol 886 ◽  
pp. 374-377
Author(s):  
Yan Wu ◽  
Qi Li

Considerable improvements in display technology were made in stereoscopic imaging and image quality rose with technical progress. But there was not enough effort on reducing visual fatigue. The study was to investigate one of the ways to reduce visual fatigue caused by three-dimensional images. Static random-dot stereograms (RDS) were used as stimuli. The performance of every subject was recorded with disparate disparities of 3.27', 6.54', 8.18', 11.45', 14.72', 17.99', 21.26', and 24.53'. Results showed that reaction times were always longer in the uncrossed disparities relative to the crossed disparities. For crossed disparities, human visual system was the most sensitive to the images with disparity of 6.54'. As to uncrossed disparities, human visual system was the most sensitive to the images with disparity of 8.18'.


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