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

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

2 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.

3 Requirements for PRESENCE Understanding the Human Visual System Improving the Device Characteristics and System Performance Social Acceptance

4 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.

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

6 Human in the Loop Abstract Interpretation Viewing a Picture on Television Cinema Viewing Presence

7

8

9

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11 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)

12 Why did Facebook invest $2 billion in Oculus Rift?

13 Facebook Buys Oculus Rift

14 Why is Microsoft building its Hololens?

15 Microsoft s Hololens

16 Microsoft s Hololens 3/30/16

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

18 Magic Leap 2015

19

20 Ivan Sutherland s HMD 1968

21 Head-mounted Displays 1990s Henry Fuchs, University of North Carolina

22 Oculus Rift DK2 2014

23 Oculus Rift 2016

24 Google Contact Lenses

25 Microsoft s Hololens

26 Magic Leap Displays Rony Abovitz 2016

27 HTC and Valve s SteamVR Vive 2016

28 Google s Cardboard 2014

29 Google Cardboard 2014

30 Pokemon Go 2016

31 Crossing the Chasm

32 Will Virtual Reality work this time?

33 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

34 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

35 How Do Virtual Reality Goggles Work Today?

36 Distorted Images

37 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,

38 Erhard Schon. Picture puzzle: Out, You Old Fool c Fred Leeman. Hidden Images, 1975, Harry N. Abrams. Fred Leeman. Hidden Images, 1975, Verlag M. DuMont Schauberg,

39 Hans Holbein The Ambassadors Google Art Project:

40 Opera Lighting Siggraph 1991 Dorsey, Sillion and Greenberg

41 Opera Lighting Siggraph 1991 Dorsey, Sillion and Greenberg

42 Opera Lighting Siggraph 1991 Dorsey, Sillion and Greenberg

43 Opera Lighting Siggraph 1991 Dorsey, Sillion and Greenberg

44 Opera Lighting Siggraph 1991 Dorsey, Sillion and Greenberg

45 Truck Art

46 Julian Beever Chalk Drawings

47 Julian Beever Chalk Drawings

48 Oculus Rift DK2

49 Oculus Rift Components Accelerometers and logic board Lenses Flat 1080P AMOLED Display

50 Oculus Rift DK2

51 Oculus Rift DK2 Angular Rotation

52 Distortion Strategy

53 Oculus Rift DK2 Distortion Strategy

54 Oculus Rift DK2 Distorted Image

55 Oculus Rift DK2 Distorted Image

56 What is necessary to perceive depth?

57 Depth Perception from 2-D Images Monoscopic Stereoscopic

58 Paris Street, Rainy Day 1877 Caillebotte

59 Human Depth Perception Depth Perception Oculomotor Visual Binocular Monocular Binocular Monocular Convergence Accommodation Stereopsis Static Cues Motion Parallax Perspective Familiarity, Relative Size Motion, Position Occlusion Texture Gradient Shading, Shadows, Highlights Atmospheric Blur

60 Monoscopic Depth Cues Perspective Depth from Motion, Relative Size, Position, Familiarity Occlusion Texture Gradient Parallax from Motion Shading, Shadows and Specular Highlights Atmospheric Blur

61 Monoscopic Depth Cues Perspective Depth from Motion, Relative Size, Position, Familiarity Occlusion Texture Gradient Parallax from Motion Shading, Shadows and Specular Highlights Atmospheric Blur

62 Monoscopic Depth Cues Perspective Depth from Motion, Relative Size, Position, Familiarity Occlusion Texture Gradient Parallax from Motion Shading, Shadows and Specular Highlights Atmospheric Blur

63 Monoscopic Depth Cues Perspective Depth from Motion, Relative Size, Position, Familiarity Occlusion Texture Gradient Parallax from Motion Shading, Shadows and Specular Highlights Atmospheric Blur

64 Monoscopic Depth Cues Perspective Depth from Motion, Relative Size, Position, Familiarity Occlusion Texture Gradient Parallax from Motion Shading, Shadows and Specular Highlights Atmospheric Blur

65 Monoscopic Depth Cues Perspective Depth from Motion, Relative Size, Position, Familiarity Occlusion Texture Gradient Parallax from Motion Shading, Shadows and Specular Highlights Atmospheric Blur

66 Monoscopic Depth Cues Perspective Depth from Motion, Relative Size, Position, Familiarity Occlusion Texture Gradient Parallax from Motion Shading, Shadows and Specular Highlights Atmospheric Blur

67 Monoscopic Depth Cues Perspective Depth from Motion, Relative Size, Position, Familiarity Occlusion Texture Gradient Parallax from Motion Shading, Shadows and Specular Highlights Atmospheric Blur

68 Monoscopic Depth Cues Perspective Depth from Motion, Relative Size, Position, Familiarity Occlusion Texture Gradient Parallax from Motion Shading, Shadows and Specular Highlights Atmospheric Blur Accommodation Note change in lens shape

69 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.

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

71

72 Human Depth Perception Depth Perception Oculomotor Visual Binocular Monocular Binocular Monocular Convergence Accommodation Stereopsis Static Cues Motion Parallax Perspective Familiarity, Relative Size Motion, Position Occlusion Texture Gradient Shading, Shadows, Highlights Atmospheric Blur

73 Stereoscopic Vision: Behind The Screen (Concave) Apparent Image Depth Screen / Image Plane L R L R

74 Stereoscopic Vision: In Front Of The Screen (Convex) Apparent Image Depth Screen / Image Plane L R L R

75 Stereoscopic Vision: At The Screen Apparent Image Depth Screen / Image Plane L R L R

76 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.

77 Diagram of Vergence

78 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.

79 End

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