1
Perception of Perspective Distortions of Man-Made Virtual Objects Frank Steinicke and Gerd Bruder Visualization and Computer Graphics University of M¨ unster Scott Kuhl Department of Computer Science Michigan Technological University (a) GFOV=10 (b) GFOV=20 (c) GFOV=30 (d) GFOV=40 (e) GFOV=50 (f) GFOV=60 Figure 1: Perspective distortions of a Utah teapot rendered with different geometric fields of view and adapted viewpoints. 1 Introduction and Background In computer graphics one is often concerned with representing 3D objects on 2D displays, which provide often only a limited dis- play field of view (DFOV) to the observer. Usually, planar geo- metric 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 ob- jects on a computer screen are affected by the interplay between the GFOV that is used to render the scene, and the DFOV (see Fig- ure 1). In this context, only little research has been conducted to identify perspective projections that appear realistic to users. In- stead, 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 dis- played on a computer screen. We describe a psychophysical exper- iment, which reveals how computer graphics projections have to be adjusted such that users perceive a realistic view to a virtual object. 2 Psychophysical Experiment 2.1 Procedure For the experiment we recruited 20 (age 23-32, : 26.1) experts in the domain of computer graphics, architectural design, 3D mod- eling, and CAD, each with at least 4 years professional experience. Subjects were positioned in front of two screens (from which one was dissembled) with their head fixed by a chin-rest, resulting in a DFOV of 26 . We arranged a physical Utah teapot inside the frame of the dissembled right screen, whereas on the left screen we dis- played sequentially two images of a corresponding virtual replica of the physical teapot that we rendered with different GFOVs. In each trial the subject’s task was to decide, which of the two rendered teapots was a more realistic model of the real teapot (based on a two-alternative force choice task). We tested gains gF between 0.2 and 1.8 in steps of 0.2, which were applied to the GF OV = 26 . 2.2 Results Figure 2 shows the pooled results together with the standard error over all subjects for the discrimination task. The x-axis shows the applied gain gF , the y-axis shows the probability that subjects es- timate the virtual teapot that was rendered with a larger GFOV as a more realistic model of the physical teapot. From the fitted sig- moid function we determined an insignificant bias for the point of subjective equality (PSE =0.9891). The PSE shows that if the GFOV matches the DFOV, subjects perceive physical and virtual teapot as identical objects in terms of metric properties and propor- tions. We measured lower and upper (75%) detection thresholds at gains gF =0.4 and gF =1.6. Figure 2: Pooled results of the discrimination between physical and virtual teapots. 3 Conclusion The results of our experiment suggest that perspective projections of virtual objects are perceived as most realistic by subjects when the GFOV matches the DFOV. In addition, when the GFOV used for perspective rendering varies less than ±60%, subjects cannot detect reliably a perspective distortion of a rendered 3D object. References KJELLDAHL, L., AND PRIME, M. 1995. A study on how depth percep- tion is affected by different presentation methods of 3D objects on a 2D display. Computers & Graphics 19, 2, 199–202. STEINICKE, F., BRUDER, G., KUHL, S., WILLEMSEN, P., LAPPE, M., AND HINRICHS, K. 2009. Judgment of natural perspective projections in head-mounted display environments. In Proceedings of ACM Symposium on Virtual Reality Software and Technology (VRST), 35–42.

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Page 1: Perception of Perspective Distortions of Man-Made Virtual ... · Figure 1: Perspective distortions of a Utah teapot rendered with different geometric fields of view and adapted viewpoints

Perception of Perspective Distortions of Man-Made Virtual Objects

Frank Steinicke and Gerd BruderVisualization and Computer Graphics

University of Munster

Scott KuhlDepartment of Computer Science

Michigan Technological University

(a) GFOV=10◦ (b) GFOV=20◦ (c) GFOV=30◦ (d) GFOV=40◦ (e) GFOV=50◦ (f) GFOV=60◦

Figure 1: Perspective distortions of a Utah teapot rendered with different geometric fields of view and adapted viewpoints.

1 Introduction and BackgroundIn computer graphics one is often concerned with representing 3Dobjects on 2D displays, which provide often only a limited dis-play field of view (DFOV) to the observer. Usually, planar geo-metric projections, in particular linear perspective projections, areapplied, which make use of a straightforward mapping of graphicalentities in a 3D view frustum to a 2D image plane. Correspondingto the DFOV introduced for computer screens, the aperture angleof the virtual camera is often denoted as geometric field of view(GFOV) [Kjelldahl and Prime 1995]. Projections of virtual ob-jects on a computer screen are affected by the interplay betweenthe GFOV that is used to render the scene, and the DFOV (see Fig-ure 1). In this context, only little research has been conducted toidentify perspective projections that appear realistic to users. In-stead, graphics designers and developers often choose GFOVs thatvary significantly from the DFOV [Steinicke et al. 2009].

In this poster we take some first steps to analyze the user’s abilityto detect perspective distortions of man-made virtual objects dis-played on a computer screen. We describe a psychophysical exper-iment, which reveals how computer graphics projections have to beadjusted such that users perceive a realistic view to a virtual object.

2 Psychophysical Experiment2.1 Procedure

For the experiment we recruited 20 (age 23-32, ∅ : 26.1) expertsin the domain of computer graphics, architectural design, 3D mod-eling, and CAD, each with at least 4 years professional experience.Subjects were positioned in front of two screens (from which onewas dissembled) with their head fixed by a chin-rest, resulting in aDFOV of 26◦. We arranged a physical Utah teapot inside the frameof the dissembled right screen, whereas on the left screen we dis-played sequentially two images of a corresponding virtual replica ofthe physical teapot that we rendered with different GFOVs. In eachtrial the subject’s task was to decide, which of the two renderedteapots was a more realistic model of the real teapot (based on atwo-alternative force choice task). We tested gains gF between 0.2and 1.8 in steps of 0.2, which were applied to the GFOV = 26◦.

2.2 Results

Figure 2 shows the pooled results together with the standard errorover all subjects for the discrimination task. The x-axis shows theapplied gain gF , the y-axis shows the probability that subjects es-timate the virtual teapot that was rendered with a larger GFOV as

a more realistic model of the physical teapot. From the fitted sig-moid function we determined an insignificant bias for the point ofsubjective equality (PSE = 0.9891). The PSE shows that if theGFOV matches the DFOV, subjects perceive physical and virtualteapot as identical objects in terms of metric properties and propor-tions. We measured lower and upper (75%) detection thresholds atgains gF = 0.4 and gF = 1.6.

Figure 2: Pooled results of the discrimination between physicaland virtual teapots.

3 ConclusionThe results of our experiment suggest that perspective projectionsof virtual objects are perceived as most realistic by subjects whenthe GFOV matches the DFOV. In addition, when the GFOV usedfor perspective rendering varies less than ±60%, subjects cannotdetect reliably a perspective distortion of a rendered 3D object.

ReferencesKJELLDAHL, L., AND PRIME, M. 1995. A study on how depth percep-

tion is affected by different presentation methods of 3D objects on a 2Ddisplay. Computers & Graphics 19, 2, 199–202.

STEINICKE, F., BRUDER, G., KUHL, S., WILLEMSEN, P., LAPPE, M.,AND HINRICHS, K. 2009. Judgment of natural perspective projections inhead-mounted display environments. In Proceedings of ACM Symposiumon Virtual Reality Software and Technology (VRST), 35–42.