Humans naturally see the world from an egocentric perspective. But important questions remain about how best to represent this perspective in image media. Most computer graphics engines use linear perspective (LP) to render 3D space. But previous studies suggest that images created using LP do not accurately represent the experience of being in front of a space, particularly for wide fields of view (FOV) where apparent distortions of object size and shape can occur. We report two experiments in which we compared different methods of representing the egocentric viewpoint in a real-time 3D gaming environment. One method was the standard LP projection used by 3D graphics engines, and the other used a novel projective geometry develope...
Virtual reality technology can be considered a multipurpose tool for diverse applications in various...
The 3D structure of a virtual or augmented scene is affected by distortions that can affect the natu...
Research in the perception of depth in augmented and virtual reality has reported a consistent under...
In virtual environments, perceived egocentric distances are consistently underestimated when compare...
Computer graphics systems provide sophisticated means to render virtual 3D space to 2D display surfa...
In Virtual Reality, considerable systematic spatial orientation problems frequently occur that do no...
People underestimate egocentric distances in head-mounted display virtual environments, as compared ...
In computer graphics one is often concerned with representing 3D objects on 2D displays, which provi...
Following its discovery in fifteenth-century Italy, linear perspective has often been hailed as the ...
Following its discovery in fifteenth-century Italy, linear perspective has often been hailed as the ...
People underestimate egocentric distances in head-mounted display virtual environments (VEs) as comp...
The display units integrated in today\u27s head-mounted displays (HMDs) provide only a limited field...
The display units integrated in todays head-mounted displays (HMDs) provide only a limited field of ...
technical reportIn virtual environments, perceived egocentric distances are often underestimated whe...
Virtual reality technology can be considered a multipurpose tool for diverse applications in various...
Virtual reality technology can be considered a multipurpose tool for diverse applications in various...
The 3D structure of a virtual or augmented scene is affected by distortions that can affect the natu...
Research in the perception of depth in augmented and virtual reality has reported a consistent under...
In virtual environments, perceived egocentric distances are consistently underestimated when compare...
Computer graphics systems provide sophisticated means to render virtual 3D space to 2D display surfa...
In Virtual Reality, considerable systematic spatial orientation problems frequently occur that do no...
People underestimate egocentric distances in head-mounted display virtual environments, as compared ...
In computer graphics one is often concerned with representing 3D objects on 2D displays, which provi...
Following its discovery in fifteenth-century Italy, linear perspective has often been hailed as the ...
Following its discovery in fifteenth-century Italy, linear perspective has often been hailed as the ...
People underestimate egocentric distances in head-mounted display virtual environments (VEs) as comp...
The display units integrated in today\u27s head-mounted displays (HMDs) provide only a limited field...
The display units integrated in todays head-mounted displays (HMDs) provide only a limited field of ...
technical reportIn virtual environments, perceived egocentric distances are often underestimated whe...
Virtual reality technology can be considered a multipurpose tool for diverse applications in various...
Virtual reality technology can be considered a multipurpose tool for diverse applications in various...
The 3D structure of a virtual or augmented scene is affected by distortions that can affect the natu...
Research in the perception of depth in augmented and virtual reality has reported a consistent under...