There were 12 possible scene geometries that are shown in
Figure 4. Each stimulus image depicted a vertically oriented convex or concave hyperbolic cylinder that was rendered with a camera angle of either 20° or 60°. The shapes of the surfaces were also varied, which was achieved by manipulating the angle (
α) of their asymptotic lines relative to the frontoparallel plane (see
Figure 5). Because prior research has shown that the apparent depth of a textured surface is attenuated by reduced camera angles or negative signs of curvature (Todd, Thaler, & Dijkstra,
2005), we increased the simulated depths in those conditions in an effort to ensure that none of the stimuli would appear completely flat. Thus, for the concave surfaces with 20° camera angles, the possible values of
α were 55°, 60°, and 65°. For the concave surfaces with 60° camera angles and for the convex surfaces with 20° camera angles, the possible values of
α were 50°, 55°, and 60°. Finally, for the convex surfaces with 60° camera angles, the possible values of
α were 45°, 50°, and 55°. Note that all of the different combinations of camera angle and sign of curvature included a common asymptotic angle of 55° (see
Figure 6).
The depicted surfaces were all presented with six possible textures that are shown in
Figure 7. These included a pattern of horizontal lines, a pattern of noisy lines, a square grid of circular polka dots, a random pattern of polka dots, a random pattern of polka dots that varied in size, and a random pattern of ellipses with varying eccentricity. Three different versions were created for all of the random textures, which were randomly sampled as needed in the relevant conditions. For the textures with translational symmetry, a random phase was selected for each presentation. The textures were scaled on each surface so that the average projected element size would be the same in all conditions.