Thursday, April 7, 2011

#FINAL 4: Monocular Depth Cues

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**EXTRA CREDIT FOR CREATING MY OWN CUES**
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Reading the article on monocular depth cues [3]

 Cue 1: Size
Essentially, objects that are farther away appear smaller.
In this case, object two appears smaller than object one even though their dimensions are the size. [4]

 Cue 2: Occlusion
If an object blocks another object, the former would be in front of the latter.
In this case, object one is in front of object two. [4]

Cue 3: Lighting
Surfaces closer to the source of light are brighter, while the ones farthest get the least amount of light and are therefore the darkest.
In this case, surface one is the closest to the source of light (the sun), surface two is the second closest, while the third surface is the farthest. Of course, the bottom of the cube is actually the darkest, but we can't see it.
We can safely assume that the sun is probably directly above the cube in this example. [4]

Cue 4: Texture Density
Objects with a repeating texture that are farther away look "denser"
In this case, both cubes with brick textures are the same size, but the farther one appears to have bricks which are smaller and much more closely packed together. [4]

 Cue 5: Linear Perspective
Parallel lines appear to converge the farther they are from us, until they meet at the vanishing point.
In this case, the side of the building appears to converge on the blue arrow. As the slanted lines show, the "sides" do look slanted and converging. [4]

 Cue 6: Atmospheric Perspective
Objects that are closer to us are sharp and detailed.
This example is basically the concept of an eye exam chart. The closer you are to the chart, the easier the text is to read. [4]

 Cue 6 (2): Atmospheric Perspective
Objects that are far away are fuzzy, less detailed.
The farther you are from an object, the harder it will be to make it out. This concept builds upon the texture density and size cues, but the example of text shows this cue extremely well. You are no longer able to read the words at this distance. [4]

These are examples of monocular depth cues in Rocket World. We covered six different cues and what they are/how they affect how we see 2D objects. For more on the cues themselves, please refer to http://web3deducation.com/bc/MT35101/ONLINE_CLASSES/3D/CoreWeb3D_ch03.pdf

This is a Final exercise from the Immersive Education course that I am taking at Boston College. The course is called Discovering Computer Graphics. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc

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