Large field of view. Disadvantages. One ... Field of View ... Can interact with real world (mouse, keyboard, people) Mask out real world (including body) ... – PowerPoint PPT presentation
Lets try to identify the pros and cons and application domains
12 (No Transcript) 13 Large Screen Projection
Infrastructure
Front Projection (user occlusion)
Back Projection (takes up space)
14 Large Screen Projection
Disadvantages
One person sweet-spot
Real objects may occlude virtual objects
Synchronization
Light
Reflection
Bleeding
Equipment footprint
Alignment
Advantages
Viewer not isolated
Collaboration
Minimal physical gear
Good resolution
Large field of view
15 Head-Mounted Display 16 Visually Coupled Systems
Operator uses natural visual and motor skills for system control
Basic Components
An immersive visual display (HMD large screen projection (CAVE) dome projection)
Tracking system for head and/or eye motion
17 HMD Optical System
Image Source
CRT or Flat Panel (LCD)
Video SeeThrough or Video-Pass Through
18 HMD Optical System
Image Source
CRT or Flat Panel (LCD)
Video SeeThrough or Video-Pass Through
19 Head-Mounted Displays Optical System
Mounting Apparatus
What are some factors
Eyeglasses
Weight
Earphones
Trackers
20 Field of View Monocular FOV is the angular subtense (usually expressed in degrees) of the displayed image as measured from the pupil of one eye. Total FOV is the total angular size of the displayed image visible to both eyes. Binocular(or stereoscopic) FOV refers to the part of the displayed image visible to both eyes. FOV may be measured horizontally vertically or diagonally. 21 Focal Length Diopter
Focal Length - The distance from the surface of a lens at which rays of light converge.
Diopter - The power of a lens. Equal to 1/(focal length of the lens measured in meters)
22 Ocularity
Ocularity
Monocular - HMD image goes to only one eye.
Biocular - Same HMD image to both eyes.
Binocular (stereoscopic) - Different but matched images to each eye.
23 IPD
Interpupillary Distance (IPD)
IPD is the horizontal distance between a users eyes.
IPD is the distance between the two optical axes in a binocular view system.
24 Vignetting and Eye Relief
Vignetting
The blocking or redirecting of light rays as they pass through the optical system.
Eye Relief Distance
Distance from the last optical surface in the HMD optical system to the front surface of the eye.
25 Basic Eye 26 Properties of the Eye
Approximate Field of View
120 degrees vertical
150 degrees horizontal (one eye)
200 degrees horizontal (both eyes)
Acuity
30 cycles per degree (20/20 Snellen acuity).
27 Simple Formulas
Visual Resolution in Cycles per degree (Vres) Number of pixels /2 (FoV in degrees)
Example (1024 pixels per line)/(240 degrees) Horizontal resolution of 12.8 cycles per degree
To convert to Snellen acuity (as in 20/xx)
Vres 600/xx (20/47)
28 Optical System
Move image to a distance that can be easily accommodated by the eye.
Magnify the image
29 Simple Magnifier HMD Design q p f Image Eye Eyepiece (one or more lenses) Display (Image Source) 1/p 1/q 1/f where p object distance (distance from image source to eyepiece) q image distance (distance of image from the lens) f focal length of the lens 30 Virtual Image Virtual Image Lens Display 31 Resolution
(low) 160 x 120 color pixels per eye
(high) 1000 x 1000
Note that resolution and FOV are independent
Another important factor pixel density
Pixels per degree of FOV
How can we use the make up of the eye to better leverage resolution
32 Basic Eye 33 LEEP Optics
Large Expanse Extra Perspective
Very wide FOV for stereoscopic images
Higher resolution in the middle of FOV
Lower resolution on the periphery
Pincushion distortion
34 Fresnel Lens
A lens consisting of a concentric series of simple lens sections
Result is a thin lens with a short focal length and large diameter
More even resolution distribution
Less distortion
from lanternroom.com
35 Distortion in LEEP Optics A rectangle Maps to this How would you correct this 36 To correct for distortion
Predistort image
This is a pixel-based distortion
Graphics rendering uses linear interpolation!
Too slow on most systems
Pixel shaders!
Render to Texture
37 Distorted Field of View
Your computational model (computer graphics) assumes some field of view.
Scan converter may over or underscan not all of your graphics image may appear on the screen.
Are the display screens aligned perpendicular to your optical axis
Relay lens produces a real image of the display image source (screen) at some intermediate location in the optical train. The eyepiece is then used to produce an observable virtual image of this intermediate image.
40 Exit Pupil
The area in back of the optics from which the entire image can be seen. Important if IPD not adjustable.
Compound microscope optical systems have a real exit pupil.
Simple magnifier optical systems do not have an exit pupil.
41 Virtual Research V8 HMD
Display
Dual 1.3 diagonal Active Matrix LCD
Resolution per eye 640 x 480
focal length 1m
Optical
Field of view 60 diagonal
Solve
What is the cycles per degree
What is its horizontal and vertical field of view
Pros/Cons
42 Characteristics of HMDs
Immersive
You are inside the computer world
Can interact with real world (mouse keyboard people)
Mask out real world (including body)
Ergonomics
Headborn weight
Length of use
Cue conflict
accommodation vs. parallax
Perspective
Resolution and field of view
Tethered
Avatars
43 Exercise (Part of Quiz grade)Due March 26th (Monday)
Fill in the following table through research on the Internet
44 Hand Mounted Displays
Binoculars
1280x1024
19900
45 Floor Supported Displays
Articulated mechanical arm
Offload weight
0.2 ms Latency
High accuracy
0.1 degree orientation error
Pole in the way
Limited Space (6 diam 3 hgt)
Good FOV
Good resolution (1280x1024)
Fakespace Boom3C
WindowsVR
Differences
Stereo
Tracking
Advantages
46 Desk Supported Displays
Fishtank VR
Autostereoscopic Displays
Addresses weight fatigue
Tracking
DTI 2018XL Virtual Window
Elsa Ecomo4D
47 Monitor Large Volume Displays
Multiple people
Monitor Based LVD
Fishtank VR
With limited FOV what is a possible solution
Exaggerate tracking
More monitors (synch bezel)
Most use active stereo (shutterglasses)
29-32 transmittance
100-800
Can be used for prolonged periods
48 Projector LVD
Workbench
CAVE
300-500k with SGI
100k with PC clusters
Issues
Large wall displays
49 Sound Displays
What are good goals for VR Sound Displays
Compare importance to
Movies
Video Games
What role does sound play
Interactivity
Immersion
Perceived image quality(!)
Dimensions
Mono/Stereo/virtual sound
Tracker
Occlusion
What does it take to uniquely place a sound source
50 3D Sound
Azimuth Cues
Interaural Time Difference
head radius/(speed of sound(sin ))
Interaural Intensity Difference
High frequency
Head shadow effect
Elevation Cues
How are ears modeled
If simple holes what is the problem
Pinna effects sound propagation
Frequency attenuation and amplification
51 3D Sound
Range Cues
Intensity
Motion Parallax
As the user moves his/her head the changes in azimuth
Head Response Transfer Functions
Two microphones at the ears
Record sounds (HR impulse responses)
Corresponding Fourier transforms (HRTFs)
Depends on sound frequency
No two people are exactly the same
Given HRTFs
Take sound
Apply filter
Get two signals that should replicate the sound to the user
However whats the effect of using another persons HRTF
52 Sound Display Hardware
Offload compuational load
Convolvotron
Crystal River
First virtual 3D sound Generator
NASA 1988
Real-time DSP
Calculate new HRTFs given
Sound
Head position (tracker)
Audigy
Soundblaster EAX/ Aureal A3D
Simple geometry
Occlusion reflection
Tracking
High-end SDKs - 14k
53 Speaker Layouts
Stereo
Quad speakers
5.1 surround sound (6.1/7.1)
Multiple users
54 Haptic Feedback
Hapthai touch
Greatly improves realism
When is it needed
Other cues occluded/obstructed
Required for task performance
High bandwidth!
Why are hands and wrist the most important
High density of touch receptors
Full body are still in research and not very usable (back body)
Two kinds of feedback
Touch Feedback information on surface geometry roughness temperature etc. Does not resist user contact
Force Feedback information on compliance weight and inertia. Actively resists contact motion
55 Passive Haptics
Not controlled by system
Pros
Cheap
Large scale
Accurate
Cons
Not dynamic
Limited use
56 Active Haptics
Actively resists contact motion
Dimensions
Force resistance
Frequency Response
Degrees of Freedom
Latency
Intrusiveness
Safety
Comfort
Portability
57 Human Haptic System Sensors
Meissner and Pacinian
Quick (high frequency) sensors (50-300 Hz)
Vibration acceleration
Low resolution
Merkel and Ruffini - Slow (low frequency) adapting (0-10 Hz)
Constant surfaces edges
High resolution
Thermoreceptors temperature
Proprioceptors/Kinesthesia
Perception of own body motion
Page 96
58 Tactile Feedback Interfaces
Goal Stimulate skin tactile receptors
How
Air bellows
Jets
Actuators (commercial)
Micropin arrays
Electrical (research)
Neuromuscular stimulations (research)
59 Tactile Mouse
Logitch iFeel Mouse
Electrical Actuator
Shakes up and down (do not disturb XY motion)
Mouse over buttons
Haptic Bump
Rumble Pack
60 CyberTouch Glove
CyberGlove
Immersion Corporation
Six Vibrotactile actuators
Back of finger
Palm
Off-centered actuator motor
Rotation speedfrequency of vibration (0-125 Hz)
When tracked virtual hand intersects with virtual object send signal to glove to vibrate
15000
61 Force Feedback Devices
Attempts to stop the users motion if necessary
Larger Actuators
Grounded
Mechanical bandwidth - perceived frequency of a haptic interaction (in Hz)
Control bandwidth system control bandwidth to device
62 Force Feedback Joysticks
WingMan Force 3D
Inexpensive (60)
Actuators that can move the joystick given system commands
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