--- id: wiki-2026-0508-깊이-지각-depth-perception title: 깊이 지각(Depth perception) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Depth Perception, Stereopsis, 입체시] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [perception, vision, vr, graphics, psychology] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: GLSL / C++ framework: OpenGL / Vulkan / Unity --- # 깊이 지각(Depth perception) ## 매 한 줄 > **"매 brain 의 multiple cues 의 fusion 의 3D world reconstruction."**. 매 binocular (stereopsis) + monocular (parallax, perspective, occlusion) cues 의 combination, 매 VR/AR 의 design 의 foundation, 매 stereo rendering / depth map 의 graphics 의 핵심. ## 매 핵심 ### 매 binocular cues - Stereopsis: 매 두 eye 의 disparity (~63mm IPD). - Convergence: 매 eye muscles 의 toe-in angle. - Effective range: 매 ~10m 까지. ### 매 monocular cues - Motion parallax: 매 가까운 물체 의 빠른 이동. - Linear perspective: 매 parallel lines 의 vanishing point. - Occlusion: 매 앞 의 물체 의 뒤 의 물체 가림. - Relative size / texture gradient / aerial perspective. - Accommodation: 매 lens focus 의 muscle feedback. ### 매 응용 1. Stereoscopic 3D rendering (VR, 3D cinema). 2. Depth-based effects (DOF, fog, SSAO). 3. Computer vision depth estimation (MiDaS, Depth Anything v2). 4. Photogrammetry / 3D reconstruction. ## 💻 패턴 ### Pattern 1 — Stereo camera setup (Unity) ```csharp public class StereoCamera : MonoBehaviour { public float ipd = 0.063f; // 63mm public Camera leftCam, rightCam; void LateUpdate() { leftCam.transform.localPosition = new Vector3(-ipd/2, 0, 0); rightCam.transform.localPosition = new Vector3( ipd/2, 0, 0); } } ``` ### Pattern 2 — Anaglyph 3D shader (GLSL) ```glsl // Red-cyan anaglyph vec3 left = texture(leftEye, uv).rgb; vec3 right = texture(rightEye, uv).rgb; fragColor = vec4(left.r, right.g, right.b, 1.0); ``` ### Pattern 3 — Depth-from-stereo (block matching, OpenCV) ```cpp auto stereo = cv::StereoBM::create(16, 15); cv::Mat disparity; stereo->compute(leftGray, rightGray, disparity); // depth = baseline * focal / disparity ``` ### Pattern 4 — Monocular depth estimation (Depth Anything v2) ```python from transformers import pipeline depth = pipeline("depth-estimation", model="depth-anything/Depth-Anything-V2-Large") result = depth(image) # returns depth map ``` ### Pattern 5 — Vergence-accommodation conflict mitigation (varifocal HMD) ```cpp // Track gaze depth, drive lens focal distance float gazeDepth = eyeTracker.getVergenceDistance(); varifocalLens.setFocalDistance(gazeDepth); ``` ### Pattern 6 — DOF (depth of field) post-process ```glsl float depth = texture(depthTex, uv).r; float blur = abs(depth - focusDepth) * dofStrength; fragColor = mix(sharpColor, blurredColor, clamp(blur, 0, 1)); ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | 매 VR rendering | Stereo cameras + IPD calibration | | 매 single image depth | Depth Anything v2 / MiDaS | | 매 dual camera depth | Stereo block matching / SGBM | | 매 LiDAR available | Direct depth (no estimation) | | 매 NeRF / Gaussian Splatting | Multi-view consistency loss | **기본값**: 매 VR 의 stereoscopic + 매 single image 의 Depth Anything v2. ## 🔗 Graph - 부모: [[Computer Vision|Computer-Vision]] - 변형: [[Stereopsis]] - 응용: [[가상현실(VR)]] - Adjacent: [[Vergence-Accommodation-Conflict]] ## 🤖 LLM 활용 **언제**: 매 VR rendering pipeline 의 design, 매 depth cue 의 trade-off 분석, 매 monocular depth model 의 selection. **언제 X**: 매 individual user 의 stereo blindness 의 diagnosis (medical), 매 hardware-specific IPD calibration. ## ❌ 안티패턴 - **Fixed IPD**: 매 user 마다 의 IPD 의 variation (55-72mm) 무시 → eye strain. - **Excessive parallax**: 매 screen edge 의 reverse stereo → headache. - **VAC (Vergence-Accommodation Conflict)**: 매 fixed-focal HMD 의 close objects 의 discomfort. - **Monocular cue 만 의존**: 매 depth ambiguity 의 cause. ## 🧪 검증 / 중복 - Verified (Goldstein "Sensation and Perception", SIGGRAPH papers). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — depth cues + stereo rendering + monocular depth estimation |