Original test scene without depth-cueing.
A hires image is available.
Test scene with intensity depth-cueing (black fog).
A hires image is available.
Test scene with saturation depth-cueing. On one
hand, the saturation depth cue is not as strong as the intensity depth
cue (image above). On the other hand, a saturation
gradient does not influence the intensity contrast and therefore
allows to visualize even background objects. These far-away objects
are not visible with intensity depth-cueing.
A hires image is available.
Test scene with the combination of
saturation-based and intensity-based depth-cueing.
The dimming effect is only half of the
desaturation effect, combining the advantages of both approaches: The
depth cue is stronger than in mere saturation-cueing and, in contrast
to intensity-cueing, background objects are still visible.
A hires image is available.
Original scene without depth-cueing.
A hires image is available.
Terrain with saturation depth-cueing.
A hires image is available.
Terrain with intensity depth-cueing (black fog).
A hires image is available.
Saturation depth-cueing is combined with
a "sawtooth" function for intensity depth-cueing.
The resulting image
allows to identify lines of equal distance from the camera. In this
way, depth-cueing even facilitates quantitative distance measures.
This technique is related to classical contour lines (isolines) in
topographical relief maps, but is more subtle.
The "sawtooth" approach is especially
useful for extended objects like terrains. However, it is less suited for
scenes consisting of many small and separate objects because the
context of lines of equal distance is destroyed by the blank regions between
these objects.
A hires image is available.
Original rendering of the engine block without depth-cueing.
A hires image is available.
This rendering illustrates cool/warm shading and
saturation depth-cueing for the engine block.
The main differences to the original rendering appear in furthermost parts
of the engine, especially in the upper portion of the images.
Saturation depth-cueing causes rather subtle color changes.
A hires image is available.
This rendering illustrates cool/warm shading and
intensity depth-cueing (i.e., black fog) for the engine block.
The main differences to the original rendering appear in furthermost parts
of the engine, especially in the upper portion of the images.
Intensity depth-cueing harshly affects the image by completely fading
away parts of the engine
A hires image is available.
The original rendering on the left
includes only the standard depth cues in the form of perspective and
occlusion. With the saturation depth cue being enabled
(right image), the depth structure becomes much
clearer. The top and bottom images in the center of
middle image show magnified details of the respective
renderings. The in-between image provides a comparison between these
two detail images, showing the differences of saturation levels of the
two original images as gray-scale values.
A hires image is available.
| Last modified 11 May 2002 by Daniel Weiskopf |