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

The monocular depth cue that I captured in this screen shot from Rocket World is Lighting and Shading. Lighting and shading monocular depth cue is when light strikes an object that has depth, the surface of the object that is hit directly by the light and appears to be the brightest while the sides are shaded progressively darker. In this screen shot you can see my avitar floating close to the mountains. The mountains are being hit by the sunlight and are shown as different shading and lighting creating a 3D affect.

Monocular Depth Cue: Occlusion

This is a monocular depth cue that I captured in Rocket world. A monocular depth cue is when objects that are closer to us can block or occlude objects that are further away creating a relative position to one another. In this screen shot, I focused on the rocket right in "front' of me, occluding the larger rocket that is "behind" it. Using occlusion can help create a 3D world.

Monecular Depth Cue: Size Difference

The first Monocular Depth Cue that I would like to point out is Size difference. Size difference really makes it seem to the viewer that the world they are looking at is in 3D. Here in RocketWorld, I took a screen shot of these two figures that are the same size, however one seems smaller than the other because it is farther away. Looking at this, especially with one eye makes portrays a 3D world to your brain. After I took the shot, I saved it as a JPEG and circled the two objects that show the size difference using paint.

August 3rd Attendance #1