IVR Chapter 4 Representation of Visual World
Questions about the lecture 'Introduction to Virtual Reality' of the RWTH Aachen Chapter 4 Representation of Visual World
Questions about the lecture 'Introduction to Virtual Reality' of the RWTH Aachen Chapter 4 Representation of Visual World
Set of flashcards Details
Flashcards | 95 |
---|---|
Language | English |
Category | Computer Science |
Level | University |
Created / Updated | 03.02.2017 / 10.02.2017 |
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What is the FoV?
[HMDs.rep of visual world]
Usually way smaller than FOV of human eye
What is the FoV?
[RMDs.rep of visual world, 2]
1. Up to the full FOV of the human eye
2. May depend on distance to projection surface
What is the FoR?
[HMDs.rep of visual world]
360° if proper tracking is available
What is the FoR?
[RMDs.rep of visual world, 2]
1. Depends on arrangement of projection surfaces
2. 360° only in fully-surrounding projections
What holds for the resolution and screen door efect?
[HMDs.rep of visual world, 2]
1. Fixed resolution per eye
2. Screen door effect depends on ratio of FOV/resolution
What holds for the resolution and screen door efect?
[RMDs.rep of visual world, 2]
1. Fixed resolution for projection surfaces
2. Screen door effect dependent on distance to projection surface
What holds for motion sickness?
[HMDs.rep of visual world]
Often strong or easily occurring due to limited resolution, translational and rotational latency, etc.
What holds for motion sickness?
[RMDs.rep of visual world]
Usually less than with HMDs, because of higher resolution and the lack of rotational latency
What holds for the navigation volume?
[HMDs.rep of visual world, 3]
1. Varies very strongly
2. Can reach from only small head movements to more than 1000m²
3. Not dependent on the display, but instead on the tracking system and area
What holds for the navigation volume?
[RMDs.rep of visual world, 2]
1. Usually dependent on the display size, since only the area in front of the projection screens is tracked
2. In CAVE-like systems, usually exactly matches the interior
Where is the peak?
[photopic.photometry.rep of visual world]
Around 560nm for well-lit conditions
Where is the peak?
[scotopic.photometry.rep of visual world]
Around 510nm for low light conditions
How does the solid angle changes for a light source not orthogonal to screen?
[solid angle.photometry.rep of visual world]
Omega = A*cos(alpha)/r²
How to compute illuminance out of luminous intensity and solid angle?
[illuminance.photometry.rep of visual world]
E = (I*Omega)/A
What is the equivalent in the Lambert reflection model?
[illuminance.photometry.rep of visual world]
Corresponds to diffuse reflection of I*(nT*l)
What are the human factors for vision?
Human factors are the eye, percepts 3D visual depth cues and photometry
What are the characteristics for traditional CG? [5]
1. Perspective shortening
2. Occlusion of objects
3. Light and shadows
4. Texture gradients
5. Atmospheric perspective
What is perspective shortening?
Away/smaller object → smaller visual angle
What is light and shadows?
Light and shadows create perception of depth
What are the characteristics for VR CG? [3]
1. Stereopsis
2. Ocular motor factors with accommodation and convergence
3. Motion parallax
What is the technology for vision?
Technology is HMD (Head) or RMD (Room) with graphical processing units
What are the algorithms for generation in vision?
Geometrical modeling
What are the algorithms for rendering in vision? [3]
1. Rendering pipeline
2. Stereoscopic projections
3. Viewer-centered projections
What are the algorithms for global effects in vision? [2]
1. Ray-Tracing
2. Radiosity
What are the human factors for audio?
Human factors are the ear, percepts 3D audio depth cues and psychoacoustic
What is the technology for audio?
Technology is earphones (HM) or speakers (RM) with audio boards
What are the algorithms for generation in audio?
Sound modeling
What are the algorithms for rendering in audio? [2]
1. Binaural synthesis
2. Cross-talk cancellation
What are the algorithms for global effects in audio?
Room acoustics
What are the human factors for haptic?
Human factors are tactile force receptors
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