INVERSE 3-D GRAPHICS - A METAPHOR FOR VISUAL-PERCEPTION

Authors
Citation
D. Kersten, INVERSE 3-D GRAPHICS - A METAPHOR FOR VISUAL-PERCEPTION, Behavior research methods, instruments, & computers, 29(1), 1997, pp. 37-46
Citations number
34
Categorie Soggetti
Psychology, Experimental","Psychologym Experimental
ISSN journal
07433808
Volume
29
Issue
1
Year of publication
1997
Pages
37 - 46
Database
ISI
SICI code
0743-3808(1997)29:1<37:I3G-AM>2.0.ZU;2-2
Abstract
There are two key elements in defining the problem of visual perceptio n. The first is that useful information about the world, such as the s hape, material, illumination, and spatial relationships of objects, is encrypted in the image. Second, the encryption process, of going from a description of the world to an image, is not in general reversible. Any single source of image information is usually ambiguous about its causes in the scene. Seeing is the process of decoding the image info rmation. 3-D computer graphics simulates the process of encrypting sce ne information into the image. By creating images from synthetic scene s, we can gain insights into the constraints used by the visual system to decode image information, and we can begin to bridge the gap betwe en the simple images of the laboratory and complex natural scenes. Com puter graphics modeling and animation tools provide the means to gener ate stills and animations that produce strong perceptual interpretatio ns, yet are theoretically indeterminate. I will describe several illus ions involving computer renderings and animations that illustrate the constraints human perception uses to solve ambiguity about material, s hape, and depth.