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对物理物体和虚拟现实中明度恒常性的等效光源分析。

An equivalent illuminant analysis of lightness constancy with physical objects and in virtual reality.

作者信息

Patel Khushbu Y, Wilcox Laurie M, Maloney Laurence T, Ehinger Krista A, Patel Jaykishan Y, Murray Richard F

机构信息

Department of Psychology and Centre for Vision Research, York University, Toronto, Canada.

Department of Psychology, New York University, New York, NY, USA.

出版信息

Behav Res Methods. 2025 May 13;57(6):170. doi: 10.3758/s13428-025-02688-1.

Abstract

Several previous studies have found significant differences between visual perception in real and virtual environments. Given the increasing use of virtual reality (VR) in performance-critical applications such as medical training and vision research, it is important to understand these differences. Here, we compared lightness constancy in physical and VR environments using a task where viewers matched the reflectance of a fronto-parallel match patch to the reflectance of a reference patch at a range of 3D orientations relative to a light source. We used a custom-built physical apparatus and four VR conditions: (1) All-Cue (replicating the physical apparatus), (2) Reduced-Depth (no disparity or parallax), (3) Shadowless (no cast shadows), and (4) Reduced-Context (no surrounding objects). Lightness constancy was markedly better in the physical condition than in all four VR conditions. Surprisingly, viewers achieved a degree of lightness constancy even in the Reduced-Context condition, despite the absence of lighting cues. In a follow-up experiment, we re-tested the All-Cue and Reduced-Context conditions in VR with new observers, each participating in only one condition. Here, we found lower levels of constancy than in the first experiment, suggesting that experience across multiple experimental settings and possibly exposure to the physical apparatus during instructions had enhanced performance. We conclude that even when robust lighting and shape cues are available, lightness constancy is substantially better in real environments than in virtual environments. We consider possible explanations for this finding, such as the imperfect models of materials and lighting that are used for rendering in real-time VR.

摘要

此前的多项研究发现,真实环境和虚拟环境中的视觉感知存在显著差异。鉴于虚拟现实(VR)在医疗培训和视觉研究等对性能要求严苛的应用中使用得越来越多,了解这些差异很重要。在此,我们使用一项任务比较了物理环境和VR环境中的明度恒常性,在该任务中,观察者将一个正前方匹配色块的反射率与一个参考色块在相对于光源的一系列三维方向上的反射率相匹配。我们使用了一个定制的物理装置和四种VR条件:(1)全线索(复制物理装置),(2)深度缩减(无视差或视差),(3)无阴影(无投射阴影),以及(4)背景缩减(无周围物体)。物理条件下的明度恒常性明显优于所有四种VR条件。令人惊讶的是,即使在背景缩减条件下,尽管没有照明线索,观察者仍实现了一定程度的明度恒常性。在后续实验中,我们用新的观察者在VR中重新测试了全线索和背景缩减条件,每个观察者只参与一种条件。在此,我们发现恒常性水平低于第一个实验,这表明跨多个实验设置的经验以及可能在指导过程中接触物理装置提高了性能。我们得出结论,即使有强大的照明和形状线索,真实环境中的明度恒常性也比虚拟环境中的要好得多。我们考虑了这一发现的可能解释,比如用于实时VR渲染的材料和照明的不完美模型。

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