Human Factors and Displays for VR Graphics - PowerPoint PPT Presentation

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Human Factors and Displays for VR Graphics

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Human Factors and Displays for VR Graphics David Johnson Goals Learn about Human vision Methods presenting images to users Visual Bandwidth Bandwidth of vision is ... – PowerPoint PPT presentation

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Title: Human Factors and Displays for VR Graphics


1
Human Factors and Displays for VR Graphics
  • David Johnson

2
Goals
  • Learn about
  • Human vision
  • Methods presenting images to users

3
Visual Bandwidth
  • Bandwidth of vision is probably greater than
    other sensory modalities
  • Retina bandwidth 10 Mbits/sec
  • article
  • Most important sense for VR?
  • IMAX movie of rollercoaster can induce sensation
    of motion
  • Images can induce sensations of taste/smell

4
Why Study Basis of Vision?
  • If a display can match human capabilities, we are
    done
  • If the display cant, nice to know where to
    concentrate resources.
  • Maybe can use tricks to suggest a higher-quality
    display
  • Optical illusions

5
Anatomy of Vision
6
Eye Anatomy
7
Blind Spot test
  • test
  • Test
  • Brain fills in

8
Eye Optics
9
Accomodation
  • Change in curvature of lens
  • Rest focus from 6m to infinity

10
Light Sensors
  • Cones
  • Mostly in the fovea
  • Blue, green, red/yellow cones, also called short,
    medium, long
  • Rods
  • Sense low levels of light

11
Visual Acuity
  • Cycles per degree
  • Like angular resolution
  • Humans can resolve 0.93mm spacing at 1m
  • Fovea is about 1 Mpixel
  • 1 arc minute at fovea ( 1/60 degree)
  • 20/20 vision letters are 5 arc minute letters
    (strokes 1 arc minute)
  • Around 24K x 24K over field of view
  • Retina is sensitive to light levels over 1013
    range
  • Dynamic

12
Visual Field
  • One Eye
  • 120 degrees vertically and 150 degrees
    horizontally
  • 60 to nose, 90 to side
  • 50 up, 70 down
  • Binocular 200 degrees horizontal
  • Eye can rotate about 50 degrees

13
Binocular Vision
  • Humans have 120 degree binocular overlap
  • 2 40 degree monocular regions
  • Depth disparity perception
  • 0.05mm at 500mm
  • 4mm at 5m

14
Eye Motion
  • Vergence - the motion of the eye to maintain
    binocular vision
  • Cross-eyed when focus in close
  • Version eye movement in the same direction
  • Duction motion of one eye
  • Eye makes compensatory motions when head moving
  • Shake hand vs. shake head
  • Saccades eye movement to use fovea more
  • Microsaccades imperceptible motions to maintain
    excitation of rods and cones

15
Frame rate
  • 60Hz frame rate is generally considered important
  • flicker fusion at 60Hz
  • Old movies at low rates but people werent
    sensitized to it

16
Visual Displays
  • How do we get computers to interact with the eye?

17
Overview
  • display technologies
  • head-mounted displays (HMD)
  • projection-based displays

18
Overview
  • Characteristics of displays
  • field of view
  • stereo display
  • resolution issues
  • brightness

19
HMD
  • head-mounted displays (hmd)
  • technology
  • displays LCDs, CRTs, OLEDs, other
  • totally immersive display experience
  • tend to have small FOV (as compared to a more
    natural FOV)
  • often bulky

20
HMD
  • two displays provide image for left and right eye
  • see-through displays used for augmented reality
  • semi-transparent overlays or video see-through
  • What did Brooks say was an advantage of video
    merge vs optical merge?

21
HMD characteristics
  • what are important characteristics?
  • image resolution, brightness, contrast
  • tied to visual acuity
  • field of view
  • the mechanics
  • ergonomics, mass, moments of inertia

22
field of view - FOV
  • field of view - can mean different things
  • optical field of view - field of view as
    specified by the HMD optics
  • rendered field of view - field of view as
    specified in software
  • Mapping between the two of them

23
field of view - FOV
  • field of regard - the total area over which a
    user can view
  • afford visual integration of larger space
  • for HMDs this is generally 360 degrees
  • provided the head is tracked
  • for projection systems, generally closer to 180
    degrees
  • CAVE varies

24
hmd display optics
  • optics between the image plane and the users eye
    produce a virtual image farther away from the eye
  • reduces accommodative effort
  • ideally out a few meters to help cancel out
    convergence/accommodative rivalry
  • optics magnify pixel granularity!
  • other distortions?
  • Leep optics radial falloff needs defocus

25
HMD displays
  • CRT-based HMDs
  • electron beam aimed at phosphorescent screen,
    resulting in emitted light
  • generally good picture quality
  • but often heavier and much more expensive
  • Now rare

26
example of CRT-based HMD
  • Datavisor HiRes, Datavisor 80

Datavisor 80 1280x1024, 3/pixel, accommodation
at infinity, 80 diagonal fov, 120 with 20
overlap, about 5lbs
Datavisor HiRes 1280x1024, 1.9/pixel, 42 fov
(100 overlap), about 4lbs, uses monochrome CRT
w/ color filter shutters
27
nvis nVisor SX
  • liquid crystal on silicon (LCoS)
  • LCD-type device by CRLOpto
  • 0.9 microdisplay with 1280x1024 resolution
  • horizontal fov 47, weight 2lbs
  • good image quality, brightness, and contrast

28
LCD-based hmds
  • in general, LCD HMDs have been less expensive and
    lighter
  • however,
  • usually, much lower resolution
  • poorer image quality
  • lower brightness, contrast
  • improvements in LCD technology but VR just now
    catching up

29
LCD-based HMDs
  • Virtual Research V8
  • 640x480 resolution
  • approx 45 fov (100 overlap)
  • lightweight 2lbs
  • inexpensive 12k

30
other HMDs
  • Kaiser
  • resolution 1024x768
  • about 15k
  • uses active matrix LCD screens
  • 2.3/pixel
  • 40 fov
  • just over 2lbs
  • OLED-based HMDs - better brightness than LCDs,
    800x600
  • good image quality, lighter
  • 5k, but with low fov (28)
  • may have short life span

Kaiser ProView XL50
5DT HMD 800
31
Sensics
  • First new HMD in some time
  • Array of microdisplays
  • OLEDs
  • Panoramic field of view
  • 2.9/pixel

32
setting up stereo
  • monocular image viewed with one eye only
  • bi-ocular both eyes see the same image
  • binocular each eye sees its own image
  • HMDs approximate stereo vision by showing a user
    left and right eye images
  • what if the person cant fuse stereo?
  • What about vergence?
  • what about IPD?
  • IPD inter-pupillary distance
  • is this important?
  • most HMDs do not provide enough control over the
    exact settings

33
perception and fov/stereo
  • common explanations for problems in VR
  • too small fov
  • didnt use stereo
  • stereo was configured improperly
  • truth of the matter is that no one really knows
    in general for all situations
  • requires specific experimentation with
  • different setups, tasks, and applications
  • FOV is likely important for speed of localizing
  • stereo is likely very important for near field
    interaction

34
other pros/cons of HMDs
  • definite advantages
  • fully immersive
  • disadvantages
  • bulky, heavy, obtrusive
  • poor resolution, mismatch between
    accommodation/convergence
  • other comments?

35
projection displays
  • setup a projector, aim it at a screen
  • youre doing VR research!
  • actually a little more complex than that
  • goal is to surround user with the virtual
    environment
  • good concept
  • potentially reduces locomotion abilities
  • capability to increase resolution dramatically
  • tiling the display projectors

36
cave
  • cave
  • CAVE Automatic Virtual Environment
  • developed at U Illinois-Chicago - 1992
  • did you know CAVE is trademarked?

37
stereo with projection vr
  • with HMDs, stereo vision is potentially easier
    (minus bad artifacts)
  • two images, one for each eye
  • for projection vr, you have two choices
  • active stereo
  • passive stereo

38
active stereo
  • shutter glasses are required
  • left and right eye shutters on the glasses
    synchronize with images coming from projector
  • crystal eyes
  • transmitter synced up with graphics/projector
    system
  • turns right and left shutters on/off

39
ia state cave
40
passive stereo
  • use the polarization of light to passively send
    stereo
  • two projectors per screen, each with different
    polarizing filters
  • left and right eyes of glasses allow the correct
    polarized light through
  • potentially less expensive
  • people just wearing sun glasses

41
important stereo issues
  • generally, very expensive!
  • requires extremely bright projection systems
  • projectors must be capable of high refresh rates
    (120Hz) for active stereo
  • bright projectors are required due to issue with
    light efficiency
  • first off, about half of light is lost due to
    left/right switching glasses
  • passive stereo - between 12 and 59 depending on
    setup
  • Screen transmission

42
other painful issues with projection vr
  • alignment matters
  • for stereo setups, especially passive stereo,
    alignment is crucial
  • for tile-able displays with high resolution
  • images must overlap and blend

43
other painful issues with projection vr
  • actually, should be able to project on any
    surface
  • large set of research devoted to
  • automatic alignment
  • image blending, color matching
  • projection onto arbitrary surfaces
  • not just flat walls

44
Desktop VR
  • Also known as fishtank VR
  • Use computer monitor
  • Track head
  • Stereo from shutter glasses

45
vision dome and other spherics
46
Workbench
47
Autostereoscopic displays
48
Volumetric displays
  • Actuality
  • Rotating screen
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