Notes
Slide Show
Outline
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Evaluating Space Perception in NPR Immersive Environments

  • Amy Gooch and Peter Willemsen
  • University of Utah


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Immersive Environments
  • Enable us to test the human visual system (HVS) in environments which would otherwise be difficult to generate


  • However, what kind of effects does the information provided in the immersive environment have on the HVS?


  • Depth, scale, and distance should be properly presented
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Functional Realism
  • Ferwerda at ACM Campfire on Perceptually Adaptive Graphics
    • Physical Realism
    • Photographic Realism
    • Functional Realism
      • A subset of NPR
      • Communicate viewer invariant information
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Evaluating functional NPR
  • Does the functional realism of NPR impart a sense of space when used in immersive environments?
    • Previously looked to artists for how to convey
    • Should look to perceptual psychologists on what to convey
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Space Perception
  • Where?
    • In the world
    • Relative to viewer
  • How big?
  • Scale
  • Motion
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“Perception of scale and distance is poor in computer graphics”
    • Is this true? (insert picture here)
    • Why is it true?
    • Can we do anything about it?
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Is it a problem?
  • Games
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What do we mean by scale and distance?
  • Spatial organization
    • Egocentric vs Exocentric


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What do we mean by scale and distance?
  • Spatial organization
    • Absolute vs Relative






  • Visual cues from one may not help the other
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Size and distance are closely related
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Size and distance are closely related
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Questions
    • What (spatial) information is potentially available?
    • What (spatial) information in images do viewers use?
    • What can you accurately convey in CG?
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Perception and action
    • Can’t (shouldn’t) consider visual perception in isolation
      • Biomechanical perception
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Previous Research
  • Perceptual Psychologists
    • Rieser et al. 1990 (Vanderbilt University)
    • Loomis et al. 1992 (UCSB)
    • Philbeck and Loomis 1997
    • Witmer and Kline 1998
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Previous Research
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Perceptually guided action tasks
  • We want to:
    • Examine perception of absolute egocentric distances in immersive environments
      • Absolute egocentric distance refers to the actual metric distance between an observer and an external object
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Perceptually guided action tasks
  • How to test for perception of absolute egocentric distance?
    • Verbal reporting subject to bias
    • Directed action tasks:
      • Previous research has shown that people are accurate at judging distances between 2 and 25 meters

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Perceptually guided action tasks
  • Direct walking task:
    • Subject asked to build a “good image” of environment, concentrating on target
    • With subject blindfold/HMD screen blanked subject walks  purposefully to the target location and stop when standing on the target
    • Subject doesn’t receive feedback

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Perceptually guided action tasks
  • Pretest:
    • Random-dot stereogram eye test
    • Checked for 20/20 vision with Snellen Chart
    • Read instructions
    • Listen and watch experimenter give an example of the task

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Perceptually guided action tasks
  • Equipment and training:
    • Subjects wear white-noise generating mono-headphones to help remove localization
    • Collar to physically                                 restrict view of feet




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Perceptually guided action tasks
  • Equipment and training:
    • Practice walking blindfold with collar and headphones (5 minutes)
    • Lead blindfolded into experiment area

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Perceptually guided action tasks
  • Perceived egocentric distances in real and immersive environments using an action task



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Perceptually guided action tasks
  • Subjects view environment and target, then walk without vision (blindfolded) to perceived location of target
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Equipment

    • nVision Datavisor Hi-Res
      • 1280 x 1024 interlaced CRT
      • 52o Field of View, 100% stereo overlap
    • Rendered on SGI Onxy2 R12k, 2 IR pipes
      • IPD: 6.5cm, M=6.22, [5.25, 7.0]
      • At least 25 fps
    • Intersense IS600-Mark2 Tracker (5’x10’)

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Apply these techniques to evaluate NPR



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NPR VR Experiment

    • Distances: 2m, 3.5m, 5m
    • 6 males, 6 females
    • 2 conditions:
      • Real world
      • Feature lines VR
    • 12 trials per condition, including 3 practice trials


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Results


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Results


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Follow-up study


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Conclusion

    • Our study shows that simple NPR worlds can at least produce distance estimation in the same ball park as shown by previous studies (50-70%)


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Conclusion

    • Running experiments is hard and must be done correctly to be of value to the computer graphics and psychology community
      • Instructions must be consistent and carefully worded
      • Collaborate with psychologists
        • Help determine number of subjects, number of trials, etc.

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Looking forward...

    • What does it take to make an NPR environment communicate as much as a traditionally rendered environment?


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Thanks to….

    • Pete Willemsen & Bill Thompson
    • Sarah Creem-Regehr, John Rieser, Herb Pick, Jack Loomis for attempting to teach me about perceptual psychology
    • Bruce Gooch
    • Alias|Wavefront for Maya
    • NSF  CDA-9623614 and 58500700
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Announcement
  • Second Annual SIGGRAPH NPR BOF
  •  When:  Sunday, July 21, 2002
  • Where:  Patio Room at the Menger Hotel,
  •               San Antonio, Texas
  •   Time:   8:30pm ---
  • See http://www.cs.utah.edu/npr  for details



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"Cue"
  • Cue
  • Accomodation
  • Binocular convergence
  • Binocular disparity
  • Familiar size
  • Relative size
  • Linear perspective
  • Height in picture
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"Cue"
  • Cue
  • Ariel perspective
  • Motion parallax
  • Relative motion
  • Texture gradients
  • Shading
  • Occlusion


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Perceiving Depth
    • Ocular Information
      • accomodation, convergence
    • Stereoscopic Information
    • Dynamic Information
      • Motion parallax, moving observer/object, accretion/deletion of texture
    • Pictorial Information
      • linear perspective,  position relative to horizon, relative size, familiar size, texture gradients, edge interpolation, shading, aerial perspective...


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Perceiving Depth
  • Stereoscopic Information
    • (add picture)
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Perceiving Depth: Dynamic Information
  • Motion Parallax
    • (add picture)
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Perceiving Depth: Dynamic Information
  • Moving Observer
    • (add picture)
  • Moving Object
    • (add picture)
  • Accretion/Deletion of Texture
    • (add picture)
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Perceiving Depth: Ocular Information
  • Accomodation
    • (Add pictorial example,  how it applies to immersive environments)
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Perceiving Depth: Ocular Information
  • Convergence
    • (Add pictorial example, how affects HMD)
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Perceiving Depth: Pictorial Information
  • Linear Perspective



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Perceiving Depth: Pictorial Information
  • Convergence of Parallel Lines



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Perceiving Depth: Pictorial Information
  • Position Relative to Horizon on Surface
    • (add picture)

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Perceiving Depth: Pictorial Information
  • Relative Size
    • (add picture)

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Perceiving Depth: Pictorial Information
  • Familiar Size
    • (add picture)

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Perceiving Depth: Pictorial Information
  • Texture Gradients
    • (add picture)

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Perceiving Depth: Pictorial Information
  • Edge interpretation
    • (add picture)

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Perceiving Depth: Pictorial Information
  • Shading Information



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Perceiving Depth: Pictorial Information
  • Aerial Perpective
    • (add picture)

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Defining Terminology
  • Immersive Environments
  • Functional NPR
  • Space and Depth Perception