I believe that this is a perfect example a particular monocular depth cue which is called, "Atmospheric Perspective". Atmospheric perspective is when objects that are closer to us generally appear very sharp and detailed. Meanwhile, those in the distance are less detailed and often are very fuzzy. The difference in appearance is a result of light traveling through the atmosphere. In this screen shot I took in Rocket World, I am hovering next to a shingled roof that looks extremely detailed. In the distance, the same tiled room if shown, only in much less detail/very fuzzy. This effect makes it seem like the Avitar is in a 3D world! Cool, right!?!!?
Tuesday, August 3, 2010
Monocular Depth Cue: Atmospheric Perspective
I believe that this is a perfect example a particular monocular depth cue which is called, "Atmospheric Perspective". Atmospheric perspective is when objects that are closer to us generally appear very sharp and detailed. Meanwhile, those in the distance are less detailed and often are very fuzzy. The difference in appearance is a result of light traveling through the atmosphere. In this screen shot I took in Rocket World, I am hovering next to a shingled roof that looks extremely detailed. In the distance, the same tiled room if shown, only in much less detail/very fuzzy. This effect makes it seem like the Avitar is in a 3D world! Cool, right!?!!?
Monocular Depth Cue: Linear Perspective
In this monocular depth cue, I captured what is known as linear perspective. Linear perspective are lines that are parallel to our line of sight such as railroad tracks, that appear to narrow as they recede, eventually converging at a point in the far distance known as the vanishing point. In this screen shot that I took in Rocket World, I got a linear perspective of one of the buildings that was made. The stone lines are parallel to each other but from my Avitar's perspective, the lines start to converge and narrow in the distance, creating a 3D effect. Although the lines don' meet a vanishing point, if the buildings foundation was a little longer, I assure you the lines would eventually meet up.
Monocular Depth Cue: Texture Density
This next monocular depth cue that I captured in Rocket World is called Texture Density. Texture density are real world textures such as repeating tiles of a floor, shingles on a roof or stones on a wall that appear to become more dense the further away they are which is direct results of objects appearing smaller at greater distances (creating a 3D effect). The screen shot that I show here is a perfect example of texture density in which the bricks are distinct and large closest to my avitar and blurred/small the further away they get.
Monocular Depth Cue: Lighting and Shading
Monocular Depth Cue: Occlusion
Monecular Depth Cue: Size Difference
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