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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

4.4 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-깊이-지각-depth-perception 깊이 지각(Depth perception) 10_Wiki/Topics verified self
Depth Perception
Stereopsis
입체시
none A 0.9 applied
perception
vision
vr
graphics
psychology
2026-05-10 pending
language framework
GLSL / C++ 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)

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)

// 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)

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)

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)

// Track gaze depth, drive lens focal distance
float gazeDepth = eyeTracker.getVergenceDistance();
varifocalLens.setFocalDistance(gazeDepth);

Pattern 6 — DOF (depth of field) post-process

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

🤖 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