The stimuli were computer-generated images created with the Mitsuba renderer (Jakob,
2013). The stimuli were created to closely resemble the ones used by Fleming et al. (
2011) to ensure comparability. The stimulus images showed a thick transparent object in front of a background board that was located inside a box with front and top sides open (
Figure 9). All scene elements were defined in real-world coordinates relative to a virtual projection plane, which represented the surface of the experimental screen. The shape of the transparent object was based on an icosahedron that was subdivided seven times. The resulting icosphere was deformed to a slightly warped ellipsoid with the computer graphics software Blender (Blender Foundation,
2013) by applying various shape modifiers to its mesh. The object size was about 50 × 50 mm (width, height). Depending on the experimental condition, the thickness of the standard object varied in four steps (
TS ∈ {3, 4.5, 7.5, 9 mm}), while the thickness of the test object remained constant (
TT = 6 mm). The thickness was manipulated by applying scaling factors to the object mesh. The object was made of light transmitting material (“dielectric”) without any internal absorption. The refractive indices of the standard stimuli varied according to the experimental condition in seven steps (
RS ∈ {1.20, 1.30, 1.40, 1.50, 1.60, 1.70, 1.80}) The refractive index of the test stimuli were adjusted by the subjects (
RT ∈ {1.010, 1.015, … , 2.495, 2.500}, 299 steps). The refractive index of the medium surrounding the transparent object was set to 1. The transparent object was located at the center of the virtual projection plane. A textured 80 × 80 mm background board was placed behind the transparent object at a distance of 60 mm. The background textures were random Voronoi patterns created with Matlab (Mathworks, Inc., Natick, MA) that resembled the background textures used by Fleming et al. (
2011). The individual faces of the pattern used in the rendering were separated by seams with a width of 0.32 mm and a color of R, G, B = 180. The colors of the faces were uniformly distributed between R, G, B = 75 and R, G, B = 175. Additionally, we used a homogeneous background texture (R, G, B = 125) to isolate the specular reflection component. The sole illumination was provided by an infinitely distant high dynamic range sphere emitter, containing a natural daylight outdoor scene with a partly cloudy sky. The camera settings (location and field of view) were chosen to correspond to the actual experimental setup. Thus, the stimuli appeared in exactly the same way as a corresponding real scene, and there were virtually no perspective distortions. Stimuli were rendered as 16-bit high dynamic range images (extended volumetric path tracer; low discrepancy sampler with 512 samples/px; Gaussian reconstruction filter with
SD = 0.5) and subsequently tonemapped to 8-bit low dynamic range images (gamma = 1.6; exposure = 1.4). The final image size was 370 × 370 px which corresponded to 100 × 100 mm on the screen.