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
Kartei Details
Karten | 95 |
---|---|
Sprache | English |
Kategorie | Informatik |
Stufe | Universität |
Erstellt / Aktualisiert | 03.02.2017 / 10.02.2017 |
Lizenzierung | Keine Angabe |
Weblink |
https://card2brain.ch/box/20170203_introduction_to_virtual_reality_chapter_4_representation_of_visual_world
|
Einbinden |
<iframe src="https://card2brain.ch/box/20170203_introduction_to_virtual_reality_chapter_4_representation_of_visual_world/embed" width="780" height="150" scrolling="no" frameborder="0"></iframe>
|
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