Swept-plane display

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Swept-plane display is a structure from motion technique with which one can create the optical illusion of a volume of light, due to the persistence of vision property of human visual perception.

Structure from motion (SfM) is a photogrammetric range imaging technique for estimating three-dimensional structures from two-dimensional image sequences that may be coupled with local motion signals. It is studied in the fields of computer vision and visual perception. In biological vision, SfM refers to the phenomenon by which humans can recover 3D structure from the projected 2D (retinal) motion field of a moving object or scene.

Optical illusion Visually perceived images that differ from objective reality

An optical illusion is an illusion caused by the visual system and characterized by a visual percept that arguably appears to differ from reality. Illusions come in a wide variety; their categorization is difficult because the underlying cause is often not clear but a classification proposed by Richard Gregory is useful as an orientation. According to that, there are three main classes: physical, physiological, and cognitive illusions, and in each class there are four kinds: Ambiguities, distortions, paradoxes, and fictions. A classical example for a physical distortion would be the apparent bending of a stick half immerged in water; an example for a physiological paradox is the motion aftereffect. An example for a physiological fiction is an afterimage. Three typical cognitive distortions are the Ponzo, Poggendorff, and Müller-Lyer illusion. Physical illusions are caused by the physical environment, e.g. by the optical properties of water. Physiological illusions arise in the eye or the visual pathway, e.g. from the effects of excessive stimulation of a specific receptor type. Cognitive visual illusions are the result of unconscious inferences and are perhaps those most widely known.

Persistence of vision optical illusion that occurs when visual perception of an object does not cease for some time after the rays of light proceeding from it have ceased to enter the eye

Persistence of vision traditionally refers to the optical illusion that occurs when visual perception of an object does not cease for some time after the rays of light proceeding from it have ceased to enter the eye. The illusion has also been described as "retinal persistence", "persistence of impressions", simply "persistence" and other variations. According to this definition, the illusion would be the same as, or very similar to positive afterimages.

The principle is to have a 2D lighted surface sweep in a circle, creating a volume. The image on the 2D surface changes as the surface rotates. The lighted surface needs to be translucent.

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Lens optical device which transmits and refracts light

A lens is a transmissive optical device that focuses or disperses a light beam by means of refraction. A simple lens consists of a single piece of transparent material, while a compound lens consists of several simple lenses (elements), usually arranged along a common axis. Lenses are made from materials such as glass or plastic, and are ground and polished or molded to a desired shape. A lens can focus light to form an image, unlike a prism, which refracts light without focusing. Devices that similarly focus or disperse waves and radiation other than visible light are also called lenses, such as microwave lenses, electron lenses, acoustic lenses, or explosive lenses.

Microscope instrument used to see objects that are too small for the naked eye

A microscope is an instrument used to see objects that are too small to be seen by the naked eye. Microscopy is the science of investigating small objects and structures using such an instrument. Microscopic means invisible to the eye unless aided by a microscope.

Maxwells equations set of partial differential equations that describe how electric and magnetic fields are generated and altered by each other and by charges and currents

Maxwell's equations are a set of coupled partial differential equations that, together with the Lorentz force law, form the foundation of classical electromagnetism, classical optics, and electric circuits. The equations provide a mathematical model for electric, optical, and radio technologies, such as power generation, electric motors, wireless communication, lenses, radar etc. Maxwell's equations describe how electric and magnetic fields are generated by charges, currents, and changes of the fields. An important consequence of the equations is that they demonstrate how fluctuating electric and magnetic fields propagate at a constant speed (c) in a vacuum. Known as electromagnetic radiation, these waves may occur at various wavelengths to produce a spectrum of light from radio waves to γ-rays. The equations are named after the physicist and mathematician James Clerk Maxwell, who published an early form of the equations that included the Lorentz force law between 1861 and 1862. Maxwell first used the equations to propose that light is an electromagnetic phenomenon.

Ray tracing (graphics) rendering method

In computer graphics, ray tracing is a rendering technique for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects. The technique is capable of producing a very high degree of visual realism, quite higher than that of typical scanline rendering methods, but at a greater computational cost. This makes ray tracing best suited for applications where taking a relatively long time to render a frame can be tolerated, such as in still images and film and television visual effects, and more poorly suited for real-time applications such as video games where speed is critical. Ray tracing is capable of simulating a wide variety of optical effects, such as reflection and refraction, scattering, and dispersion phenomena.

Sphere round geometrical and circular object in three-dimensional space; special case of spheroid

A sphere is a perfectly round geometrical object in three-dimensional space that is the surface of a completely round ball.

In optics, Lambert's cosine law says that the radiant intensity or luminous intensity observed from an ideal diffusely reflecting surface or ideal diffuse radiator is directly proportional to the cosine of the angle θ between the direction of the incident light and the surface normal. The law is also known as the cosine emission law or Lambert's emission law. It is named after Johann Heinrich Lambert, from his Photometria, published in 1760.

Shading depicting depth through varying levels of darkness

Shading refers to depicting depth perception in 3D models or illustrations by varying levels of darkness.

Prism transparent optical element with flat, polished surfaces that refract light

In optics, a prism is a transparent optical element with flat, polished surfaces that refract light. At least two of the flat surfaces must have an angle between them. The exact angles between the surfaces depend on the application. The traditional geometrical shape is that of a triangular prism with a triangular base and rectangular sides, and in colloquial use "prism" usually refers to this type. Some types of optical prism are not in fact in the shape of geometric prisms. Prisms can be made from any material that is transparent to the wavelengths for which they are designed. Typical materials include glass, plastic, and fluorite.

Soap bubble Thin film of soapy water enclosing air

A soap bubble is an extremely thin film of soapy water enclosing air that forms a hollow sphere with an iridescent surface. Soap bubbles usually last for only a few seconds before bursting, either on their own or on contact with another object. They are often used for children's enjoyment, but they are also used in artistic performances. Assembling several bubbles results in foam.

A continuity equation in physics is an equation that describes the transport of some quantity. It is particularly simple and powerful when applied to a conserved quantity, but it can be generalized to apply to any extensive quantity. Since mass, energy, momentum, electric charge and other natural quantities are conserved under their respective appropriate conditions, a variety of physical phenomena may be described using continuity equations.

Ray casting use of ray–surface intersection tests to solve a variety of problems in computer graphics and computational geometry

Ray casting is the use of ray–surface intersection tests to solve a variety of problems in 3D computer graphics and computational geometry. The term was first used in computer graphics in a 1982 paper by Scott Roth to describe a method for rendering constructive solid geometry models.

Specular reflection Mirror-like wave reflection

Specular reflection, also known as regular reflection, is the mirror-like reflection of waves, such as light, from a surface. In this process, each incident ray is reflected at the same angle to the surface normal as the incident ray, but on the opposing side of the surface normal in the plane formed by incident and reflected rays. The result is that an image reflected by the surface is reproduced in mirror-like (specular) fashion.

Lambertian reflectance is the property that defines an ideal "matte" or diffusely reflecting surface. The apparent brightness of a Lambertian surface to an observer is the same regardless of the observer's angle of view. More technically, the surface's luminance is isotropic, and the luminous intensity obeys Lambert's cosine law. Lambertian reflectance is named after Johann Heinrich Lambert, who introduced the concept of perfect diffusion in his 1760 book Photometria.

Isosurface

An isosurface is a three-dimensional analog of an isoline. It is a surface that represents points of a constant value within a volume of space; in other words, it is a level set of a continuous function whose domain is 3D-space.

A volumetric display device is a graphic display device that forms a visual representation of an object in three physical dimensions, as opposed to the planar image of traditional screens that simulate depth through a number of different visual effects. One definition offered by pioneers in the field is that volumetric displays create 3D imagery via the emission, scattering, or relaying of illumination from well-defined regions in (x,y,z) space.

3D scanning device that analyses real-world objects or environments to collect data on their shape and possibly their appearance

3D scanning is the process of analyzing a real-world object or environment to collect data on its shape and possibly its appearance. The collected data can then be used to construct digital 3D models.

3D rendering

3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles.

Self-Shadowing is a computer graphics lighting effect, used in 3D rendering applications such as computer animation and video games. Self-shadowing allows non-static objects in the environment, such as game characters and interactive objects, to cast shadows on themselves and each other. For example, without self-shadowing, if a character puts his or her right arm over the left, the right arm will not cast a shadow over the left arm. If that same character places a hand over a ball, that hand will cast a shadow over the ball.

3D modeling process of developing a mathematical representation of any three-dimensional surface of object via specialized software

In 3D computer graphics, 3D modeling is the process of developing a mathematical representation of any surface of an object in three dimensions via specialized software. The product is called a 3D model. Someone who works with 3D models may be referred to as a 3D artist. It can be displayed as a two-dimensional image through a process called 3D rendering or used in a computer simulation of physical phenomena. The model can also be physically created using 3D printing devices.

A laser surface velocimeter (LSV) is a non-contact optical speed sensor measuring velocity and length on moving surfaces. Laser surface velocimeters use the laser Doppler principle to evaluate the laser light scattered back from a moving object. They are widely used for process and quality control in industrial production processes.