Thursday, March 26, 2015

Class 10: Monocular Depth Cues

This screenshot was taken from Second Life. This is one of the examples of monocular depth cues. This example in particular is known as size difference. As you can see I have circled two trees in the picture. One tree is further from my character than the other thus it is smaller on the screen. This gives the 3D illusion by utilizing size to show how one would realistically perceive these objects.

 This screenshot was taken from Minecraft. This is an example of occlusion which is another example of a monocular depth cue. Occlusion is when an object blocks  or occludes something visually emphasizing the fact that the blocking object is closer. In this example the cow is blocking the background hill which visually shows that the cow is closer to you in the 3D space than the hill in the back.

 This is an example of the third monocular depth cues. This is an example of Light and Shading taken from Second Life yet again. If you look at the red circle you can see that the face of the gray step is very bright and defined. If you then look at the black circle, you can see a darker shade of gray is used because of how the light is contacting and hitting the concrete step. The light is therefore coming from the rightside.
 This is the fourth example of monocular depth cues. This is the example of Texture Density. As you can see in Second Life here the tiles that are closer to my avatar are much more spaced and clearly defined. The same pattern continues in the distance but logically as it would in real life the patterns are harder to define.
This is an example of Linear Perspective. The point that is circled is the vanishing point in our eyes of the wall that is next to my avatar. The wall gets more narrow as it goes further off into the distance until it eventually vanishes to the "vanishing point". This gives it a more realistic feel as if the wall is truly getting further and further away from my 3D location.

The last monocular depth cue is Atmospheric Perspective. In Minecraft, you can see here that in the circle closest to me the terrain is more defined whereas the same dirt/grass in the distance on the mountain just appears to be a brown and green color. This is a clear example of atmospheric perspective. It mainly results in the light traveling in the atmosphere which makes it so that objects closer to you are more defined.

 

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