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Four fundamental points are made above:
- Both interreflections and shadows - either alone or in
combination - can serve as cues for contact.
- The visual prominence of shadows and interreflections is not an
indication of their effectiveness in conveying information about
spatial organization.
- The presence of contact cues along the whole of the line of contact is
more important than whether the cues involve shadows or indirect
illumination.
- Crude approximations to shadows and interreflections are sufficient to
establish a sense of contact, even when the subjective sense of realism
is seriously compromised.
While the graphics community has known that shadows are useful,
indirect illumination has often been considered only important for
applications where high subjective realism is valued. This
historical down-grading of indirect illumination relative to
shadows is probably due to the difference in visual prominence, which
we have argued is not directly related to their effectiveness
as contact cues. Our results imply that even virtual reality systems
where realism is not the primary goal might well
benefit from at least approximating indirect lighting, particularly since
in such cases simple techniques are likely to be sufficient for
conveying an adequate sense of spatial organization. A further use is
for visualization applications where demonstrating contact may be
important, but shadows obscure too much information. The ability to
use indirect lighting cues gives another choice to the designer of such
applications.
Haddon and Forsyth, commenting on a computational analysis of the
information available about scene geometry in shading patterns due to
interreflections, observe that ``the best prospect for extracting shape
information from shading is to construct programs that observe stylized
properties of shading and associate those properties with shape
primitives or their properties'' [20]. We reach the
same conclusion approaching a closely related question from a human vision
perspective: stylized patterns of lightness and darkness are sufficient
to signal perceptions associated with shadows and interreflections in a
way that is almost invariant to the actual radiance values that are
present.
There are several important perceptual issues that are not
addressed in this paper. We have demonstrated that in static scenes
shadow and indirect illumination cues can establish object contact.
When moving objects
are brought into proximity with other objects, the dynamic cues
may have different characteristics than the static cues.
Also, non-diffuse effects may raise issues
that do not arise in the diffuse case.
Finally, this paper is an example of the symbiotic relationship that is
naturally arising between the graphics and psychology communities.
Graphics researchers can provide variation to the optical behavior of
the world which enable new sorts of programmable stimuli, and
psychology researchers can help the graphics community prioritize what
is rendered, so that efficient and effective algorithms can be
developed.
Next: Bibliography
Up: glue
Previous: Relevance to interactive rendering
Comments: Brian Smits
1999-06-07