The BRDF of the object was either Lambertian or Lambertian with added specular highlights. I refer to these BRDF's as “matte” and “glossy,” respectively. The matte component of the objects' color was a saturated green and the specular highlight was white. I used the same model as Nefs et al. (
2006) for computing the object's luminance as described in
Equation 1. This model is a standard OpenGL method for calculating luminance:
In this equation, the total luminance (
LTotal) is the linear summation of an ambient (
LAmbient), Lambertian (
LLambertian), and specular component (
LSpecular). In these experiments, the ambient component is set to 15% of the monitor's maximum radiance. The Lambertian component is the vector product of the surface normal
n and the illumination direction
s, multiplied by an attenuation factor
g. Here,
g is set to 0.8; that is, 80% of the monitor's maximum radiance. The specular component is the dot product of the normalized sum of the viewing direction
v and the illumination direction
s, and the surface normal
n. The specular exponent
e is set to 125. For the matte objects, the specular attenuation factor
h is set to zero, and for the glossy objects
h is set to 1, that is 100% of the monitor's maximum radiance. I simulated a collimated parallel light source. The light was coming from the upper-right region behind the observer and its color was white. The illumination direction was the same relative to the observer for all conditions. I used three different orientations of the object: the object was rotated 0, 35 or 70 degrees anticlockwise around the cyclopean line of sight. The object measured about six degrees of visual angle in each half-image on the computer screen. The background was gray.