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1Spring 2008Spring 2008CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. 3D User Interface Hardware3D User Interface HardwareLecture #4: Visual DisplaysLecture #4: Visual DisplaysSpring 2008Spring 2008Joseph J. LaViola Jr.Joseph J. LaViola Jr.CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Interaction WorkflowInteraction Workflow2CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Introduction To DisplaysIntroduction To DisplaysDisplayDisplay: device which presents : device which presents perceptual informationperceptual informationOften Often ‘‘displaydisplay’’used to mean used to mean ‘‘visual visual displaydisplay’’Goal: display devices which accurately Goal: display devices which accurately represent perceptions in simulated represent perceptions in simulated worldworldCAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Lecture OutlineLecture OutlineVisual SystemVisual SystemDepth CuesDepth CuesVisual Display CharacteristicsVisual Display CharacteristicsVisual Display ExamplesVisual Display Examplesmonitorsmonitorssurround screen displayssurround screen displaysworkbenchesworkbencheshead mounted displayshead mounted displaysarmarm--mounted displaysmounted displaysvirtual retinal displaysvirtual retinal displaysautostereoscopicautostereoscopicdisplaysdisplays3CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008VisionVisionStimulus: light of wavelengths ~350Stimulus: light of wavelengths ~350--750 nm750 nmVisual dominance: 50% of brain involved in Visual dominance: 50% of brain involved in processing!processing!Wavelength (nm)Gamma X UV Infra Radar FM TV AM ACViolet Blue Green Yellow Red 400 500 600 700CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Eye PhysiologyEye PhysiologyCamera metaphor:Camera metaphor:lens (can change)lens (can change)film (retina)film (retina)amount of exposure amount of exposure (pupil)(pupil)RetinaLens4CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008RetinaRetinaPhotoreceptors: rods & conesPhotoreceptors: rods & conesDistinction of functionDistinction of functionrods: periphery, motion, B&W, sensitivityrods: periphery, motion, B&W, sensitivitycones: fovea, static, color, acuitycones: fovea, static, color, acuityCAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Rod/cone DistributionRod/cone Distributionposition on retina# rods/conesconesrods“blind spot”5CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Depth Cues Depth Cues ––How Do We See 3D?How Do We See 3D?Monocular/static cuesMonocular/static cuesOcculomotorOcculomotorcuescuesMotion ParallaxMotion ParallaxBinocular Disparity and Binocular Disparity and StereopsisStereopsisCAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Monocular/Static CuesMonocular/Static CuesRelative SizeRelative SizeHeight relative to horizonHeight relative to horizon6CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Monocular/Static CuesMonocular/Static CuesOcclusion and Linear PerspectiveOcclusion and Linear PerspectiveCAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Monocular/Static CuesMonocular/Static CuesShading, Lighting, and TextureShading, Lighting, and Texture7CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008OculomotorOculomotorCuesCuesAccommodation Accommodation ––physical stretching and relaxing physical stretching and relaxing of eye lensof eye lensConvergence Convergence ––rotation of viewerrotation of viewer’’s eyes so images s eyes so images can be fused together at varying distances can be fused together at varying distances CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Motion ParallaxMotion ParallaxStationary viewer vs. moving viewerStationary viewer vs. moving viewer8CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr.


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UCF CAP 6938 - 3D User Interface Hardware

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