[simpits-tech] Re: 3d outside views?

Marv De Beque simpits-tech@simpits.org
Tue, 30 Jul 2002 17:48:56 -0400


Another "dimension" to 3-D is the subtle movements introduced by the pilots
head that causes parallax shifting of the object.

Your brain is very good at using this information to fill in or enhance the
3-D model your brain creates.

Your brain uses more than any one cue to create 3-D images.  Stereoscopic
vision is just one.  Another cue is relative size and relative position of
objects.

As an example, when you watch the tow plane and the glider take off, when
they reach 200 to 300 feet it looks like the glider is towing the tow plane.
This in spite of the subtle head motion and stereoscopic vision.

It is really a science.

Marv
-- 


> From: "Alan D. Mazurka" <adm.design@verizon.net>
> Reply-To: simpits-tech@simpits.org
> Date: Tue, 30 Jul 2002 08:28:57 -0400
> To: simpits-tech@simpits.org
> Cc: adm.design@verizon.net
> Subject: Re: [simpits-tech] Re: 3d outside views?
> 
> hi,
> 
> your observations are most probably correct, as far as fidelity to real
> life goes.
> 
> i've seen MSFS with the e-dimensional glasses. you can adjust the "depth"
> (read 3-d-ness) with some software settings, and i bet most folks overdrive
> things compared to reality.
> 
> that's where the fun comes in. you typically get "surprized" by things like
> clouds, and the virtual cockpit - but these effects are probably
> over-emphasized compared to real life.
> 
> similar to your observation concerning low flight, the e-dimensional
> hardware _does_ perform nicely in the train-sim environment, where you
> actually are low to the ground, and might find yourself dodging the
> occasional "rapidly approaching deer".
> 
> i personally feel there is no better cue than those we've already developed
> during countless hours of flight sim. we've learned to "read" the shape of
> the runway to determine whether we're high or low,  how to "feel" the
> flare, etc. like the person who has lost a sense, we have been denied input
> from our middle ear, and have heightened other senses to compensate.
> 
> the peripheral information is _very_ important, as you have described.
> 
> cheers,
> 
> - adm -
> 
> At 12:04 PM 7/29/02 -0500, you wrote:
> 
>> Not to burst the bubble, how useful is a 3D setup in a flight simulator?
>> 
>> I'm assuming that the main source of 3D information our brain utilizes is
>> different depending on how far away the object is we're looking at. For
>> objects close up, we probably make heavy use of triangulation, where the
>> brain sees two fairly different images from the left and right eye.
>> 
>> However, for anything further away (no knowledge here, but a guess would
>> be anything beyond about 10-20 feet), and the images would be so similar
>> that trianguation becomes almost useless (and grows progressively useless
>> as the distance increases). At this point, the brain relies less on
>> trianguation and more on apparent size and angular velocities.
>> 
>> One of the biggest factors (in my experience) for visual submersion is
>> getting the peripheral areas nailed down. Your eyes are much more
>> sensitive to motion at the peripheries then in the middle, and the far
>> left is not seen at all by the right eye and vice versa.
>> 
>> The means, that unless you plan on flying hang-gliders or other birds
>> where your face is less then 10' off the ground, a full 3D projector set
>> up might be better spent getting a crisper image that completely wraps
>> around.
>> 
>> Now if you were building an F1 sim, 3D would absolutely rock!
>> 
>> Just my 2 bits. File where deemded appropriate.
> 
> 
> ----------
> 
> Alan D. Mazurka                    Webspace Design & Implementation
> adm.design@verizon.net
>