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