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Bloom was later popularized within the game development community in 2004, when an article on the technique was published by the authors of Tron 2.0. [1] Bloom lighting has been used in many games, modifications and game engines such as Quake Live , Cube 2: Sauerbraten and the Spring game engine .
Glare from artificial lights is typically measured with luminance meters. From daylit windows, cameras are used to convert the pixels into luminance. Both of which are able to determine the luminance of objects within small solid angles. The glare of a scene i.e. visual field of view, is then calculated from the luminance data of that scene.
[1] [2] This can be especially distracting to users working in an environment where the position of lights and windows are fixed, such as in an office, as these create unavoidable reflections on glossy displays.
A single sheet of Glare may be referred to using the naming convention GLARE grade - Aluminum layers / Glass fiber layers - Aluminum layer thickness. The number of aluminum layers is always one more than the number of glass fiber layers, and the aluminum layer thickness is in millimeters, which can range from 0.2 to 0.5 mm (0.0079 to 0.0197 in ...
Pattern glare is a form of visual discomfort [1] that arises from viewing repetitively striped patterns, such as those of op art. Instead of the patterns' appearing ...
Ocular straylight is a phenomenon where parts of the eye are able to scatter light, creating glare. It is analogous to stray light in other optical systems; scattered light reaches the retina, but does not contribute to forming a correct image. One can observe the effect of straylight by looking at a distant bright light source against a dark ...
For 6/6 = 1.0 acuity, the size of a letter on the Snellen chart or Landolt C chart is a visual angle of 5 arc minutes (1 arc min = 1/60 of a degree), which is a 43 point font at 20 feet. [10] By the design of a typical optotype (like a Snellen E or a Landolt C), the critical gap that needs to be resolved is 1/5 this value, i.e., 1 arc min.
Inuit, Yupik, and other circumpolar peoples have carved snow goggles from materials such as driftwood or antlers of caribou to help prevent snow blindness for millennia. [10] Curved to fit the user's face with a large groove cut in the back to allow for the nose, the goggles allow in a small amount of light through a long thin slit cut along ...