Figure Out Perspectives: Perceptually Realistic Avatar Visualization

Jan Wojdziak, Martin Zavesky, Kerstin Kusch, Daniel Wuttig, Ingmar S. Franke, and Rainer Groh


Multi-perspective, Spatial Perception and Cognition, Non-photorealistic Rendering


Projection of three-dimensional space onto a two dimensional surface relies on the computer graphics camera based in design on the camera obscura. Geometrical limitations of this model lead to perspective distortions in wide-angle projections. Including the camera model, our approach is to involve the human perception in order to create a realistic spatial impression by a two-dimensional image. This paper discusses the influence of multi-perspective on three-dimensional computer graphics in virtual worlds based on the rules of perspective projection enhanced by characteristics of visual perception and techniques of Renaissance painting. The aim is to provide human-centered interfaces for an efficient and coherent communication of spatial information in virtual worlds to support avatar mediated interaction with its need for correct depiction of human figures concerning proportion and orientation. To this end, we explain an object-based and introduce a camera-based computer graphics procedure to prevent projective distortions and misalignments.

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