Paper
26 April 2007 Linear perspective limitations on virtual reality and realistic displays
Author Affiliations +
Abstract
The visual images of the natural world, with their immediate intuitive appeal, seem like the logical gold standard for evaluating displays. After all, since photorealistic displays look so increasingly like the real world, what could be better? Part of the shortcoming of this intuitive appeal for displays is its naivete. Realism itself is full of potential illusions that we do not notice because, most of the time, realism is good enough for our everyday tasks. But when confronted with tasks that go beyond those for which our visual system has evolved, we may be blindsided. If we survive, blind to our erroneous perceptions and oblivious to our good fortune at having survived, we will not be any wiser next time. Realist displays depend on linear perspective (LP), the mathematical mapping of three dimensions onto two. Despite the fact that LP is a seductively elegant system that predicts results with defined mathematical procedures, artists do not stick to the procedures, not because they are math-phobic but because LP procedures, if followed explicitly, produce ugly, limited, and distorted images. If artists bother with formal LP procedures at all, they invariably temper the renderings by eye. The present paper discusses LP assumptions, limitations, and distortions. It provides examples of kluges to cover some of these LP shortcomings. It is important to consider the limitations of LP so that we do not let either naive assumptions or the seductive power of LP guide our thinking or expectations unrealistically as we consider its possible uses in advanced visual displays.
© (2007) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Leonard A. Temme "Linear perspective limitations on virtual reality and realistic displays", Proc. SPIE 6558, Display Technologies and Applications for Defense, Security, and Avionics, 65580K (26 April 2007); https://doi.org/10.1117/12.718937
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KEYWORDS
Optical spheres

Visualization

Eye

Heads up displays

Cones

Virtual reality

Visual system

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