This image demonstrates monocular depth cues, which are visual hints about the depth and location of objects that can be recognized with only one eye. This shows size differences, which can be seen by looking at the soccer balls that are circled. Objects that are further away from us seem to be smaller than objects that are closer, when really they are the exact same size. In this image, the soccer ball far away looks smaller than the one that is closer. This picture was taken in Rocket World.
This image demonstrates occlusion, which is when objects that are closer to us can block objects that are further away. In this image, my avatar is blocking the door. Obviously the door is larger than the avatar in the picture. We can tell the avatars relative positioning because she stands in front of the door. The avatar is occluding the door in this picture, which shows us that she is in front of the door. This picture was taken in Rocket World.
This image demonstrates lighting and shading. This is when light strikes an object that has depth, the surface of the object that is hit directly by the light appears to be the brightest. I chose the hot air balloons in Rocket World because it seems like their is a shadow on them from the sun that might be beaming off of them. If you look to the left side of the balloons, there are shadows. These light sources are often used to calculate shadows for objects.
This is an example of texture density found in Rocket World. Textures seem to be become more dense the further away they are, which is the result of objects appearing smaller at greater distances. I used these rocks as an example because the bigger one is closer than farther away. I can see more texture on the rock closer to me than the rock further away. I can see a ton of details on the closer rock, while the rock that is further away is not as detailed.
This is an example of linear perspective in Rocket World. Lines that are parallel to our line of sign, such as railroad tracks, seem to narrow as they get longer and farther away. I added blocks to resemble a railroad track, as it seems like they are growing more narrow as they go further down.
This is an example of atmospheric perspectives. This states that objects that are closer to us generally appear very sharp and detailed, opposed to objects that are further away that seem quite blurry. I used these 2 chairs to demonstrate this. The closer one seems to have sharp and rough, clear edges, which the further one seems blurry and as if it is missing details.
This is a series of screenshots that demonstrate 6 Monocular Depth Cue, which are used to create the illusion of 3D in a virtual world. It is a final exercie from the Immersive Education course that I am taking at Boston College. This course is called Discovering Computer Graphics. For details, visit the immersive BC portal at
http://ImmersiveEducation.org/@/bc