ArticleBehavior research methods2025
An equivalent illuminant analysis of lightness constancy with physical objects and in virtual reality.
Article in Behavior research methods, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.
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Who cites it
2 citing papers in PubMed.
- Low Vision Assessment in Virtual Reality (LVAVR): Spatial Computing in Virtual Reality and Real-World.2026 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops · 2026Article
- Repeated low-intensity red light combined with defocus-incorporated multiple segments (DIMS) spectacles for controlling myopia progression in children.American journal of translational research · 2026Article
Corrections and comments
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Authors and funding
6 authors.
Funding
Abstract
Several previous studies have found significant differences between visual perception in real and virtual environments. Given the increasing use of virtual reality (VR) in performance-critical applications such as medical training and vision research, it is important to understand these differences. Here, we compared lightness constancy in physical and VR environments using a task where viewers matched the reflectance of a fronto-parallel match patch to the reflectance of a reference patch at a range of 3D orientations relative to a light source. We used a custom-built physical apparatus and four VR conditions: (1) All-Cue (replicating the physical apparatus), (2) Reduced-Depth (no disparity or parallax), (3) Shadowless (no cast shadows), and (4) Reduced-Context (no surrounding objects). Lightness constancy was markedly better in the physical condition than in all four VR conditions. Surprisingly, viewers achieved a degree of lightness constancy even in the Reduced-Context condition, despite the absence of lighting cues. In a follow-up experiment, we re-tested the All-Cue and Reduced-Context conditions in VR with new observers, each participating in only one condition. Here, we found lower levels of constancy than in the first experiment, suggesting that experience across multiple experimental settings and possibly exposure to the physical apparatus during instructions had enhanced performance. We conclude that even when robust lighting and shape cues are available, lightness constancy is substantially better in real environments than in virtual environments. We consider possible explanations for this finding, such as the imperfect models of materials and lighting that are used for rendering in real-time VR.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.