As stimuli, we used computer-generated surfaces which exhibited complex curvatures (
Figure 3). The surfaces had a square base in the
x, z plane and the height profile (
y-coordinate) was the sum of 15 randomly oriented sinus gratings:
The coordinates
x and
z varied from −
λ/2 to
λ/2 in steps of 1, where (
λ + 1) is the number of discrete steps along the
x and
z axis (
λ was 100 in
Experiment 1 and 76 in
Experiment 2). In
Equation 1,
a k and
b k are pseudo-random numbers from the interval [−4.0, 4.0]. The size of the object (i.e., each (
x, y, z) vector) was scaled with a factor
s, which had the values of 0.08 in
Experiment 1 and 0.12 in
Experiment 2.
In each case, four neighboring vectors built the vertices of one quadrilateral facet of the surface. All stimulus elements were held in an achromatic color (along the space diagonal in RGB color space). The maximum luminance of our monitor was 85.0 cd/m
2. The background was set to relative RGB = (0.75, 0.75, 0.75). The gray scale value of each facet of the surfaces was calculated using the Phong (
1975) lighting model. For this purpose, a virtual point light source was placed in the scene, located at (−4.38, 7.85, 4.38). The underlying equation to calculate the grayscale value of each facet of our stimuli was
where
I is the resulting grayscale value between 0.0 and 1.0,
ka is the ambient component with a constant value of 0.6,
kd and
ks are the diffuse and the specular components with a constant value of each 0.4,
θ is the angle between the surface normal of the facet and the light source direction,
α is the angle between the observer vector and the cardinal direction of reflected light,
n is the Phong exponent (which determines the “shininess” of the highlights), and finally,
a is a variable that takes values between 0.0 and 1.0 and was used to combine the diffuse and the specular component into a convex mixture (see also
Figure 4).
The surfaces rotated around their vertical middle axes at a speed of approximately 45 deg/s; that is, the duration of a complete revolution was 8.0 s. These rotating axes were additionally tilted by 54 degrees towards the observer direction. The reason why we used rotating surfaces as stimuli was twofold: First, the use of non-static stimuli enhances the gloss impression because the highlights never seem to stick on the surfaces (Hartung & Kersten,
2002). Second, by this procedure, we could ensure that the observers were not able to consciously compare the positions of the highlights between the monocular half-images (by alternately viewing one of the half-images). So there was no opportunity for the observers to find out in an unwanted way whether or not the stimulus contains any binocular gloss cues.
Our stimuli included two different kinds of disparity: One kind of disparity (surface disparity) was associated with the 3D shape of the surfaces and was produced by using the glFrustum method of OpenGL (see below). The surface disparity was always present. The other kind of disparity (highlight disparity) only concerned the positions of the highlights relative to corresponding surface points between the two monocular half-images. This highlight disparity was one factor subject to variation within our experimental design. To apply highlight disparity to the surfaces, a different observer direction according to the interpupillary distance, and the global arrangement of the scene was fed into the lighting model to generate the monocular half-image for each eye of the observer (note that only the specular component in the lighting model depends on the position of the observer, see
Equation 2). To eliminate the presence of highlight disparity, one and the same observer vector for both eyes was used, which was the mean of the two correctly orientated observer vectors. In this latter case, the highlight disparity was identical to the surface disparity; that is, the highlights were located exactly on corresponding surface points in the two half-images.
All stimuli were presented on a 22-in monitor (Sony Triniton Multiscan 500 PS), driven by a NVIDIA GeForce 7900 GTX graphic card. In order to realize stereoscopic features, two monocular half-images of all stimuli were generated, which were haploscopically fused by means of a mirror stereoscope (SA200 ScreenScope Pro). The side length of each quadratic half-image aperture on the monitor screen was 12.4 cm. All stimuli were rendered using the C++ programming language combined with the OpenGL module for 3D graphic applications. To achieve a perspective projection of our stimuli, the glFrustum method was used. The distance between the observer and the clipping plane (monitor screen) was 40 cm; the interpupillary distance was 6 cm. The center of our stimuli was located 10 cm behind the clipping plane into the virtual space.