virtual reality technology and convergence · virtual reality • a term used to describe a...

79
Virtual Reality Technology and Convergence NBA 6120 February 14, 2018 Donald P. Greenberg Lecture 7

Upload: others

Post on 28-May-2020

1 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Virtual RealityTechnology and Convergence

NBA 6120February 14, 2018

Donald P. GreenbergLecture 7

Page 2: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Virtual Reality

• A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE.

• Note that within the context of this course, I refer to VR as containing 3D data as contrasted to just creating a digital copy of information obtained from a film or digital camera, such as a photograph or a texture.

Page 3: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Requirements for “PRESENCE”

• Understanding the Human Visual System

• Improving the Device Characteristics and System Performance

• Social Acceptance

Page 4: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Virtual Reality

• A person immersed within this virtual world can manipulate objects, interact with the environment, and explore the virtual world in the same perceptual way as one interacts with the physical world.

Page 5: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Why is VR different than other modes of watching images and video?

Page 6: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Human in the Loop

• Abstract Interpretation

• Viewing a Picture on Television

• Cinema Viewing

• Presence

Page 7: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note
Page 8: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note
Page 9: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note
Page 10: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note
Page 11: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Social & Economic Requirements for Mass Acceptance of VR/AR

• Large enough investments for R & D & manufacture

• Cheap enough for mass market

• Social acceptance of 3G (Geeks, Games, and Goggles)

Page 12: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Why did Facebook invest $2 billion in Oculus Rift?

Page 13: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Facebook Buys Oculus Rift

Page 14: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Why is Microsoft building its Hololens?

Page 15: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Microsoft’s Hololens

Page 16: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Microsoft’s Hololens 3/30/16

Page 17: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Google

Why is Google (and Andreessen / Horwitz) investing $500+ million in Magic Leap?

Page 18: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Magic Leap 2015

Page 19: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note
Page 20: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Ivan Sutherland’s HMD 1968

Page 21: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Head-mounted Displays 1990s

Henry Fuchs, University of North Carolina

Page 22: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Oculus Rift DK2 2014

Page 23: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Oculus Rift 2016

Page 24: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Google Contact Lenses

Page 25: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Microsoft’s Hololens

Page 26: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Magic Leap Displays Rony Abovitz

2016

Page 27: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

HTC and Valve’s SteamVR Vive 2016

Page 28: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Google’s Cardboard 2014

Page 29: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Google Cardboard 2014

Page 30: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Pokemon Go 2016

Page 31: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

“Crossing the Chasm”

Page 32: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Will Virtual Reality work this time?

Page 33: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Virtual Reality

• Virtual Reality is not new

• The amount of financing which has been made available

• Costs have been sufficiently lowered to bring to the masses

Page 34: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Technical Requirements for VR/AR Satisfactory Delivery

• Display resolution similar to the human visual system

• Display quality similar to human visual system (illumination, color, etc.)

• Sufficient display rates for motion perception

• Rendering speeds to satisfy display rate requirements

• Sufficient wireless bandwidth for data

Page 35: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

How Do Virtual Reality Goggles Work Today?

Page 36: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Distorted Images

Page 37: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Jean-Francois Niceron. Thaumaturgus opticus…(Rome, 1646), illus. 25.

The projection of a screen or grid in anamorphic perspective makes the transfer of a representation possible.

Fred Leeman. “Hidden Images,” 1975, Verlag M. DuMont Schauberg,

Page 38: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Erhard Schon. Picture puzzle: Out, You Old Fool c. 1535. Fred Leeman. Hidden Images, 1975, Harry N. Abrams.

Fred Leeman. “Hidden Images,” 1975, Verlag M. DuMont Schauberg,

Page 39: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Hans Holbein The Ambassadors

Google Art Project: http://www.googleartproject.com/museums/nationalgallery/the-ambassadors

Page 40: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Opera Lighting Siggraph 1991

Dorsey, Sillion and Greenberg

Page 41: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Opera Lighting Siggraph 1991

Dorsey, Sillion and Greenberg

Page 42: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Opera Lighting Siggraph 1991

Dorsey, Sillion and Greenberg

Page 43: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Opera Lighting Siggraph 1991

Dorsey, Sillion and Greenberg

Page 44: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Opera Lighting Siggraph 1991

Dorsey, Sillion and Greenberg

Page 45: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

http://www.wltc.org/Documents/TruckArt.htm

Truck Art

Page 46: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Julian Beever Chalk Drawings

Page 47: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Julian Beever Chalk Drawings

Page 48: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Oculus Rift DK2

Page 49: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Flat 1080P AMOLED Display

Accelerometers and logic board

Lenses

Oculus Rift Components

Page 50: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Oculus Rift DK2

Page 51: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Oculus Rift DK2 Angular Rotation

Page 52: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Distortion Strategy

Page 53: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Oculus Rift DK2 Distortion Strategy

Page 54: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Oculus Rift DK2 Distorted Image

Page 55: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Oculus Rift DK2 Distorted Image

Page 56: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

What is necessary to perceive depth?

Page 57: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Depth Perception from 2-D Images

• Monoscopic

• Stereoscopic

Page 58: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Paris Street, Rainy Day 1877 Caillebotte

Page 59: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Human Depth Perception

Depth Perception

Oculomotor

Binocular

Convergence

Monocular

Accommodation

Visual

Binocular

Stereopsis

Monocular

Static Cues

PerspectiveFamiliarity,

Relative Size

Motion, Position Occlusion Texture

GradientShading, Shadows, Highlights

Atmospheric Blur

Motion Parallax

Page 60: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Monoscopic Depth Cues

• Perspective

• Depth from Motion, Relative Size, Position, Familiarity

• Occlusion

• Texture Gradient

• Parallax from Motion

• Shading, Shadows and Specular Highlights

• Atmospheric Blur

Page 61: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Monoscopic Depth Cues

• Perspective

• Depth from Motion, Relative Size, Position, Familiarity

• Occlusion

• Texture Gradient

• Parallax from Motion

• Shading, Shadows and Specular Highlights

• Atmospheric Blur

Page 62: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Monoscopic Depth Cues

• Perspective

• Depth from Motion, Relative Size, Position, Familiarity

• Occlusion

• Texture Gradient

• Parallax from Motion

• Shading, Shadows and Specular Highlights

• Atmospheric Blur

Page 63: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Monoscopic Depth Cues

• Perspective

• Depth from Motion, Relative Size, Position, Familiarity

• Occlusion

• Texture Gradient

• Parallax from Motion

• Shading, Shadows and Specular Highlights

• Atmospheric Blur

Page 64: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Monoscopic Depth Cues

• Perspective

• Depth from Motion, Relative Size, Position, Familiarity

• Occlusion

• Texture Gradient

• Parallax from Motion

• Shading, Shadows and Specular Highlights

• Atmospheric Blur

Page 65: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Monoscopic Depth Cues

• Perspective

• Depth from Motion, Relative Size, Position, Familiarity

• Occlusion

• Texture Gradient

• Parallax from Motion

• Shading, Shadows and Specular Highlights

• Atmospheric Blur

Page 66: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Monoscopic Depth Cues

• Perspective

• Depth from Motion, Relative Size, Position, Familiarity

• Occlusion

• Texture Gradient

• Parallax from Motion

• Shading, Shadows and Specular Highlights

• Atmospheric Blur

Page 67: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Monoscopic Depth Cues

• Perspective

• Depth from Motion, Relative Size, Position, Familiarity

• Occlusion

• Texture Gradient

• Parallax from Motion

• Shading, Shadows and Specular Highlights

• Atmospheric Blur

Page 68: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Monoscopic Depth Cues• Perspective

• Depth from Motion, Relative Size, Position, Familiarity

• Occlusion

• Texture Gradient

• Parallax from Motion

• Shading, Shadows and Specular Highlights

• Atmospheric Blur

• AccommodationNote change in lens shape

Page 69: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Accommodation

• This is the process by which the vertebrate eye changes optical power to maintain a clear image or focus on an object as its distance varies.

Page 70: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Accommodation

The reflex can be controlled but cannot be ‘felt’Accommodation amplitude declines with age

Page 71: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note
Page 72: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Human Depth Perception

Depth Perception

Oculomotor

Binocular

Convergence

Monocular

Accommodation

Visual

Binocular

Stereopsis

Monocular

Static Cues

PerspectiveFamiliarity,

Relative Size

Motion, Position Occlusion Texture

GradientShading, Shadows, Highlights

Atmospheric Blur

Motion Parallax

Page 73: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Stereoscopic Vision: Behind The Screen (Concave)

L RL

R

Screen / Image Plane

Apparent Image Depth

Page 74: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Stereoscopic Vision: In Front Of The Screen (Convex)

L RL

R

Screen / Image Plane

Apparent Image Depth

Page 75: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Stereoscopic Vision: At The Screen

L RL

R

Screen / Image Plane

Apparent Image Depth

Page 76: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Vergence

• The simultaneous movement of the pupils of the eyes toward or away from one another during focusing.

• This measure of the convergence or divergence of a pair of light rays is defined as vergence.

Page 77: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Diagram of Vergence

Page 78: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

Vergence Accommodation Conflict

• Computer and projection displays present images on a single surface but have a focal distance (blur on the retina) which may be in front of or behind the screen

• The inability to fuse the binocular stimuli causes discomfort and fatigue to the viewer

• Viewers can be trained, and the discomfort can diminish with practice

David M. Hoffman, Ahna R. Girschick, Kurt Akeley, Martin S. Banks. “Vergence-accommodation conflicts hinder visual performance and cause visual fatigue, Journal of Vision, vol. 8, no. 3, article 33, March 28, 2008.

Page 79: Virtual Reality Technology and Convergence · Virtual Reality • A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. • Note

End