GVU Technical Report Number:
GIT-GVU-94-23
Title:
Human Stereopsis, Fusion, and Stereoscopic Virtual Environments
Authors:
Elizabeth T. Davis
Larry F. Hodges
Abstract:
Two fundamental purposes of human spatial perception, in either a real or
3D virtual environment, are to determine where objects are located in the
environment and to distinguish one object from another. Although various
sensory inputs, such as haptic and auditory inputs, can provide this
spatial information, vision usually provides the most accurate, salient,
and useful information (Welch & Warren, 1986). Moreover, of the visual
cues available to humans, stereopsis provides an enhanced perception of
depth and of three-dimensionality for a visual scene (Yeh & Silverstein,
1992). (Stereopsis or stereoscopic vision results from the fusion of the
two slightly different views of the external world that our
laterally-displaced eyes receive (Schor, 1987; Tyler, 1983).) In fact,
users often prefer using 3D stereoscopic displays (Spain & Holzhausen,
1991) and find that such displays provide more fun and excitement than do
simpler monoscopic displays (Wichanski, 1991). Thus, in creating 3D
virtual environments or 3D simulated displays, much attention recently
has been devoted to visual 3D stereoscopic displays. Yet, given the
costs and technical requirements of such displays, we should consider
several issues. First, we should consider in what conditions and
situations these stereoscopic displays enhance perception and
performance. Second, we should consider how binocular geometry and
various spatial factors can affect human stereoscopic vision and, thus,
constrain the design and use of stereoscopic displays. Finally, we
should consider the modeling geometry of the software, the display
geometry of the hardware, and some technological limitations that
constrain the design and use of stereoscopic displays by humans.
Keywords:
3D virtual environments, 3D simulated displays, stereoscopic displays,
modeling geometry
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