Special Topic: Virtual Reality
|
|
- Phyllis Patrick
- 6 years ago
- Views:
Transcription
1 Lecture 24: Special Topic: Virtual Reality Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 Credit: Kayvon Fatahalian created the majority of these lecture slides
2 Virtual Reality (VR) vs Augmented Reality (AR) VR = virtual reality User is completely immersed in virtual world (sees only light emitted by display) AR = augmented reality Display is an overlay that augments user s normal view of the real world (e.g., Terminator) Image credit: Terminator 2 (naturally)
3 VR Head-Mounted Displays (HMDs) Oculus Rift Sony Morpheus HTV Vive Google Cardboard
4 AR Headsets Microsoft Hololens Meta
5 Field of View Regular 2D panel displays have windowed FOV User orients themselves to the physical window of the display VR/AR displays provide 360 degree FOV Displays attached to head Head orientation is tracked physically Rendered view synchronized to head orientation in realtime (much more on this later)
6 3D Visual Cues Panel displays give 3D cues from monocular rendering Occlusion, perspective, shading, focus blur, Uses z-buffer, 4x4 matrices, lighting calculation, lens calculations VR/AR displays add further 3D cues Stereo: different perspective view in left/right eyes Physically send different images into each eye Parallax (user-motion): different views as user moves Uses head-tracking technology coupled to perspective rendering
7 VR Gaming Bullet Train Demo (Epic)
8 VR Video Jaunt VR (Paul McCartney concert)
9 VR Video
10 VR Teleconference / Video Chat
11 Today: Tracking and Rendering Challenges of VR Since you are now all experts in rendering, today we will talk about the unique challenges of rendering in the context of modern VR headsets. We will also touch on head tracking. VR presents many other difficult technical challenges display technologies accurate tracking of face, head, and body position haptics (simulation of touch) sound synthesis user interface challenges (inability of user to walk around environment, how to manipulate objects in virtual world) content creation challenges and on and on
12 VR Headset Components
13 Google Cardboard Use mobile phone display inside inexpensive headset with lenses Use phone s camera and gyro for tracking view direction Stereo 360 degree experience, no head-motion parallax Mobile phone display Phone camera used for tracking head position Lenses in cardboard holder Image credits: slashgear.com, Google
14 Oculus Rift Oculus Rift headset has most documentation of current systems, so will use for this explanation. CS184/284A, Lecture 24 Ren Ng, Spring 2016
15 Oculus Rift Image credit: ifixit.com
16 Oculus Rift Intra-ocular distance adjustment Image credit: ifixit.com
17 Oculus Rift Image credit: ifixit.com
18 Oculus Rift Fresnel eyepiece lens 1080x1200 display, 90 Hz Image credit: ifixit.com
19 Oculus Rift Lenses Fresnel eyepiece lens Image credit: ifixit.com
20 Role of Optics field of view 1. Create wide field of view 2. Place focal plane at several meters away from eye (close to infinity) Note: parallel lines reaching eye converge to a single point on display (eye accommodates to plane near infinity) eye OLED display Lens diagram from Open Source VR Project (OSVR) (Not the lens system from the Oculus Rift)
21 Accommodation and Vergence Accommodation: changing the optical power of the eye (lens) to focus at different distances Eye accommodated to focus on a distant object Eye accommodated to focus on a nearby object Vergence: rotation of the eye in its socket to ensure projection of object is centered on the retina
22 Accommodation Vergence Conflict Given design of current VR displays, consider what happens when objects are up-close to eye in virtual scene Eyes must remain accommodated to near infinity (otherwise image on screen won t be in focus) But eyes must converge in attempt to fuse stereoscopic images of object up close Brain receives conflicting depth clues (discomfort, fatigue, nausea) This problem stems from nature of display design. If you could just make a display that emits the light field that would be produced by a virtual scene, then you could avoid the accommodation - vergence conflict
23 Aside: Near-Eye Light Field Displays Goal: recreate light field in front of eye Lanman and Luebke, SIGGRAPH Asia 2013.
24 Head Tracking
25 Head Tracking Need to track 3D position and orientation of head and eyes to render left/right viewpoints correctly High positional accuracy needed (e.g. 1 mm), because user can move very close to objects and very precisely relative to them Rendering needs to reflect this view Ideas on how to track position and orientation of a VR headset? CS184/284A, Lecture 24 Ren Ng, Spring 2016
26 Google Cardboard: Tracking Using Headset Camera Tracking uses rear-facing camera / gyro to estimate user s viewpoint 2D rotation tracking generally works well 3D positional tracking a challenge in general environments CS184/284A, Lecture 24 Ren Ng, Spring 2016
27 Environment-Supported Vision-Based Tracking? Image credit: gizmodo.com Early VR test room at Valve, with markers positioned throughout environment
28 Oculus Rift IR LED Tracking System Oculus Rift + IR LED sensor
29 Oculus Rift LED Tracking System (DK2) Headset contains: 40 IR LEDs Gyro + accelerometer (1000Hz) External 60Hz IR Camera Image credit: ifixit.com Photo taken with IR-sensitive camera (IR LEDs not visible in real life)
30 Oculus Rift IR LED Tracking Hardware Photo taken with IR-sensitive camera
31 Oculus Rift IR Camera IR filter (blocks visible spectrum) Camera lens CMOS sensor Note: silicon is sensitive to visible and IR wavelengths
32 Recall: Passive Optical Motion Capture Retroflective markers attached to subject IR illumination and cameras Markers on subject Positions by triangulation from multiple cameras 8+ cameras, 240 Hz, occlusions are difficult Slide credit: Steve Marschner
33 Active Optical Motion Capture Each LED marker emits unique blinking pattern (ID) Reduce marker ambiguities / unintended swapping Have some lag to acquire marker IDs Phoenix Technology Phase Space
34 Oculus Rift Uses Active Marker Motion Capture Credit: Oliver Kreylos, Motion capture: unknown shape, multiple cameras VR head tracking: known shape, single camera
35 6 DOF Head Pose Estimation Head pose: 6 degrees of freedom (unknowns) 3D position and 3D rotation of headset (e.g. can represent as 4x4 matrix) Inputs: Fixed: relative 3D position of markers on headset (e.g. can represent each marker offset as 4x4 matrix) Fixed: camera viewpoint (ignoring distortion, also a 4x4 projective mapping of 3D scene to 2D image) Each frame: 2D position of each headset marker in image Pose calculation: Write down equations mapping each marker to image pixel location as a function of 6 degrees of freedom Solve for 6 degrees of freedom (e.g. least squares) CS184/284A, Lecture 24 Ren Ng, Spring 2016
36 HTC Vive Tracking System ( Lighthouse ) Structured light transmitter Photodiode arrays on headset and hand-held controllers
37 Vive Headset & Controllers Have Array of IR Photodiodes (Prototype) Headset and controller are covered with IR photodiodes Image credit: uploadvr.com IR photodiode
38 HTC Vive Structured Light Emitter ( Lighthouse ) Light emitter contains array of LEDs (white) and two spinning wheels with lasers Sequence of LED flash and laser sweeps provide structured lighting throughout room Credit: Gizmodo:
39 HTC Vive Tracking System For each frame, lighthouse does the following: LED pulse, followed by horizontal laser sweep LED pulse, followed by vertical laser sweep Each photodiode on headset measures time offset between pulse and laser arrival Determines the x and y offset in the lighthouse s field of view In effect, obtain an image containing the 2D location of each photodiode in the world (Can think of the lighthouse as a virtual camera ) CS184/284A, Lecture 24 Ren Ng, Spring 2016
40 HTC Vive Tracking System ( Lighthouse ) Credit: rvdm88 / youtube.
41 Tracking Summary Looked at three tracking methods Camera on headset + computer vision + gyro External camera + marker array on headset External structured light + sensor array on headset 3D tracking + depth sensing an active research area SLAM, PTAM, DTAM Microsoft Hololens, Google Tango, Intel Realsense, CS184/284A, Lecture 24 Ren Ng, Spring 2016
42 Rendering Challenges in VR
43 Name of the Game, Part 1: Low Latency The goal of a VR graphics system is to achieve presence, tricking the brain into thinking what it is seeing is real Achieving presence requires an exceptional low-latency system What you see must change when you move your head! End-to-end latency: time from moving your head to the time new photons hit your eyes Measure user s head movement Update scene/camera position Render new image Transfer image to headset, then transfer to display in headset Actually emit light from display (photons hit user s eyes) Latency goal of VR: ms Requires exceptionally low-latency head tracking Requires exceptionally low-latency rendering and display
44 Thought Experiment: Effect of Latency Consider a 1,000 x 1,000 display spanning 100 field of view 10 pixels per degree Assume: You move your head 90 in 1 second (only modest speed) End-to-end latency of system is a slow 50 ms (1/20 sec) Result: Displayed pixels are off by 4.5 ~ 45 pixels from where they would be in an ideal system with 0 latency Example credit: Michael Abrash
45 Eyes designed by SuperAtic LABS from the thenounproject.com Name of the Game, Part 2: High Resolution 160 o ~5 o Human: ~160 view of field per eye (~200 overall) (Note: does not account for eye s ability to rotate in socket) Future retina VR display: 57 ppd covering 200 = 11K x 11K display per eye = 220 MPixel iphone 6: 4.7 in retina display: 1.3 MPixel 326 ppi 57 ppd Strongly suggests need for eye tracking and foveated rendering (eye can only perceive detail in 5 region about gaze point
46 Foveated Rendering high-res image med-res image low-res image Idea: track user s gaze, render with increasingly lower resolution farther away from gaze point Three images blended into one for display
47 Requirement: Wide Field of View View of checkerboard through Oculus Rift (DK2) lens 100 Lens introduces distortion Pincushion distortion Chromatic aberration (different wavelengths of light refract by different amount) Icon credit: Eyes designed by SuperAtic LABS from the thenounproject.com Image credit: Cass Everitt
48 Software culusworlddemo Compensation for Lens Distortion Step 1: Render using traditional pipeline at full resolution for each eye Figurescene 4: Screenshot of thegraphics OculusWorldDemo application. Step 2: Warp images in manner that scene appears correct after physical lens distortion (Can use separate distortions to R, G, B to approximately correct chromatic aberration) Image credit: Oculus VR developer guide
49 Challenge: Rendering via Planar Projection Recall: rasterization-based graphics is based on perspective projection to plane Distorts image under high FOV, as needed in VR rendering Recall: VR rendering spans wide FOV Image credit: Cass Everitt Pixels span larger angle in center of image (lowest angular resolution in center) Future investigations may consider: curved displays, ray casting to achieve uniform angular resolution, rendering with piecewise linear projection plane (different plane per tile of screen)
50 Consider Object Position Relative to Eye X time X (position of object relative to eye) time X (position of object relative to eye) Case 1: object stationary relative to eye: (eye still and red object still OR red object moving left-to-right and eye moving to track object OR red object stationary in world but head moving and eye moving to track object) Case 2: object moving relative to eye: (red object moving from left to right but eye stationary, i.e., it s looking at a different stationary point in world) Spacetime diagrams adopted from presentations by Michael Abrash Eyes designed by SuperAtic LABS from the thenounproject.com
51 Effect of Finite Frame Rate and Latency: Judder time X X frame 0 X frame 0 frame 1 frame 1 frame 2 frame 2 frame 3 frame 3 Case 2: object moving from left to right, eye stationary (eye stationary with respect to display) Continuous representation. Case 2: object moving from left to right, eye stationary (eye stationary with respect to display) Light from display (image is updated each frame) Case 1: object moving from left to right, eye moving continuously to track object (eye moving relative to display!) Light from display (image is updated each frame) Explanation: since eye is moving, object s position is relatively constant relative to eye (as it should be, eye is tracking it). But due discrete frame rate, object falls behind eye, causing a smearing/strobing effect ( choppy motion blur). Recall from earlier slide: 90 degree motion, with 50 ms latency results in 4.5 degree smear Spacetime diagrams adopted from presentations by Michael Abrash
52 Reducing Judder: Increase Frame Rate X X X time Case 1: continuous ground truth red object moving left-to-right and eye moving to track object OR red object stationary but head moving and eye moving to track object frame 0 frame 1 frame 2 frame 3 Light from display (image is updated each frame) frame 0 frame 1 frame 2 frame 3 frame 4 frame 5 frame 6 frame 7 Light from display (image is updated each frame) Higher frame rate results in closer approximation to ground truth Spacetime diagrams adopted from presentations by Michael Abrash
53 Reducing Judder: Low Persistence Display X X X time frame 0 frame 0 frame 1 frame 1 frame 2 frame 2 frame 3 frame 3 Case 1: continuous ground truth Light from full-persistence display Light from low-persistence display red object moving left-to-right and eye moving to track object OR red object stationary but head moving and eye moving to track object Full-persistence display: pixels emit light for entire frame Low-persistence display: pixels emit light for small fraction of frame Oculus DK2 OLED low-persistence display - 75 Hz frame rate (~13 ms per frame) - Pixel persistence = 2-3ms Spacetime diagrams adopted from presentations by Michael Abrash
54 Artifacts Due to Rolling OLED Backlight Image rendered based on scene state at time t 0 Image sent to display, ready for output at time t 0 + Δt Rolling backlight OLED display lights up rows of pixels in sequence Let r be amount of time to scan out a row Row 0 photons hit eye at t 0 + Δt Row 1 photos hit eye at t 0 + Δt + r Row 2 photos hit eye at t 0 + Δt + 2r Implication: photons emitted from bottom rows of display are more stale than photos from the top! Consider eye moving horizontally relative to display (e.g., due to head movement while tracking square object that is stationary in world) X (position of object relative to eye) Result: perceived shear! Recall rolling electronic shutter effects on digital cameras. Y display pixel row
55 Compensating for Rolling Backlight Perform post-process shear on rendered image Similar to previously discussed barrel distortion and chromatic warps Predict head motion, assume fixation on static object in scene Only compensates for shear due to head motion, not object motion Render each row of image at a different time (the predicted time photons will hit eye) Suggests exploration of different rendering algorithms that are more amenable to fine-grained temporal sampling, e.g., ray caster? (each row of camera rays samples scene at a different time)
56 Increasing Frame Rate Using Re-Projection Goal: maintain as high a frame rate as possible under challenging rendering conditions: Stereo rendering: both left and right eye views High-resolution outputs Must render extra pixels due to barrel distortion warp Many rendering hacks (bump mapping, etc.) are less effective in VR so rendering must use more expensive techniques Researchers experimenting with reprojection-based approaches to improve frame rate (e.g., Oculus Time Warp ) Render using conventional techniques at 30 fps, reproject (warp) image to synthesize new frames based on predicted head movement at 75 fps Potential for image processing hardware on future VR headsets to perform high frame-rate reprojection based on gyro/accelerometer
57 Near-Future VR Rendering System Components Low-latency image processing for subject tracking High-resolution, high-frame rate, wide-field of view display Massive parallel computation for high-resolution rendering In headset motion/accel sensors + eye tracker Exceptionally high bandwidth connection between renderer and display: e.g., 4K x 4K per eye at 90 fps! On headset graphics processor for sensor processing and reprojection
58 Activity in Image Capture of VR Content Google s JumpVR video: 16 4K GoPro cameras Consider challenge of: Registering/3D align video stream (on site) Broadcast encoded video stream across the country to 50 million viewers Lytro Immerge A dense light field camera array pursuing 6 degree-of-freedom video for VR Many, many others: Jaunt ONE, Vuze, Samsung Gear 360, Nokia Ozo,
59 Summary VR presents many new graphics challenges! Tracking Head-pose tracking with high accuracy and low latency Rendering Low-latency, high resolution & frame-rate, wide field of view, Displays Going beyond 2D panel displays: HMDs, curved displays, Capture How to capture video for VR displays? CS184/284A, Lecture 24 Ren Ng, Spring 2016
60 Acknowledgments Thanks to Kayvon Fatahalian for this lecture!
Intro to Virtual Reality (Cont)
Lecture 37: Intro to Virtual Reality (Cont) Computer Graphics and Imaging UC Berkeley CS184/284A Overview of VR Topics Areas we will discuss over next few lectures VR Displays VR Rendering VR Imaging CS184/284A
More informationRendering Challenges of VR
Lecture 27: Rendering Challenges of VR Computer Graphics CMU 15-462/15-662, Fall 2015 Virtual reality (VR) vs augmented reality (AR) VR = virtual reality User is completely immersed in virtual world (sees
More informationVirtual Reality I. Visual Imaging in the Electronic Age. Donald P. Greenberg November 9, 2017 Lecture #21
Virtual Reality I Visual Imaging in the Electronic Age Donald P. Greenberg November 9, 2017 Lecture #21 1968: Ivan Sutherland 1990s: HMDs, Henry Fuchs 2013: Google Glass History of Virtual Reality 2016:
More informationVirtual Reality Technology and Convergence. NBA 6120 February 14, 2018 Donald P. Greenberg Lecture 7
Virtual Reality Technology and Convergence NBA 6120 February 14, 2018 Donald P. Greenberg Lecture 7 Virtual Reality A term used to describe a digitally-generated environment which can simulate the perception
More informationVirtual Reality Technology and Convergence. NBAY 6120 March 20, 2018 Donald P. Greenberg Lecture 7
Virtual Reality Technology and Convergence NBAY 6120 March 20, 2018 Donald P. Greenberg Lecture 7 Virtual Reality A term used to describe a digitally-generated environment which can simulate the perception
More informationVirtual Reality. NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9
Virtual Reality NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9 Virtual Reality A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. Note that
More informationVirtual Reality. Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015
Virtual Reality Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015 Virtual Reality What is Virtual Reality? Virtual Reality A term used to describe a computer generated environment which can simulate
More informationDiving into VR World with Oculus. Homin Lee Software Engineer at Oculus
Diving into VR World with Oculus Homin Lee Software Engineer at Oculus Topics Who is Oculus Oculus Rift DK2 Positional Tracking SDK Latency Roadmap 1. Who is Oculus 1. Oculus is Palmer Luckey & John Carmack
More information/ Impact of Human Factors for Mixed Reality contents: / # How to improve QoS and QoE? #
/ Impact of Human Factors for Mixed Reality contents: / # How to improve QoS and QoE? # Dr. Jérôme Royan Definitions / 2 Virtual Reality definition «The Virtual reality is a scientific and technical domain
More informationBring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events
Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events 2017 Freeman. All Rights Reserved. 2 The explosive development of virtual reality (VR) technology in recent
More informationMobile Virtual Reality what is that and how it works? Alexey Rybakov, Senior Engineer, Technical Evangelist at DataArt
Mobile Virtual Reality what is that and how it works? Alexey Rybakov, Senior Engineer, Technical Evangelist at DataArt alexey.rybakov@dataart.com Agenda 1. XR/AR/MR/MR/VR/MVR? 2. Mobile Hardware 3. SDK/Tools/Development
More informationHead Tracking for Google Cardboard by Simond Lee
Head Tracking for Google Cardboard by Simond Lee (slee74@student.monash.edu) Virtual Reality Through Head-mounted Displays A head-mounted display (HMD) is a device which is worn on the head with screen
More informationHMD based VR Service Framework. July Web3D Consortium Kwan-Hee Yoo Chungbuk National University
HMD based VR Service Framework July 31 2017 Web3D Consortium Kwan-Hee Yoo Chungbuk National University khyoo@chungbuk.ac.kr What is Virtual Reality? Making an electronic world seem real and interactive
More informationThe Human Visual System!
an engineering-focused introduction to! The Human Visual System! EE367/CS448I: Computational Imaging and Display! stanford.edu/class/ee367! Lecture 2! Gordon Wetzstein! Stanford University! nautilus eye,
More informationHead Mounted Display Optics II!
! Head Mounted Display Optics II! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 8! stanford.edu/class/ee267/!! Lecture Overview! focus cues & the vergence-accommodation conflict!
More informationThe eye, displays and visual effects
The eye, displays and visual effects Week 2 IAT 814 Lyn Bartram Visible light and surfaces Perception is about understanding patterns of light. Visible light constitutes a very small part of the electromagnetic
More informationBest Practices for VR Applications
Best Practices for VR Applications July 25 th, 2017 Wookho Son SW Content Research Laboratory Electronics&Telecommunications Research Institute Compliance with IEEE Standards Policies and Procedures Subclause
More informationLENSES. INEL 6088 Computer Vision
LENSES INEL 6088 Computer Vision Digital camera A digital camera replaces film with a sensor array Each cell in the array is a Charge Coupled Device light-sensitive diode that converts photons to electrons
More informationComputational Near-Eye Displays: Engineering the Interface Between our Visual System and the Digital World. Gordon Wetzstein Stanford University
Computational Near-Eye Displays: Engineering the Interface Between our Visual System and the Digital World Abstract Gordon Wetzstein Stanford University Immersive virtual and augmented reality systems
More informationUniversidade de Aveiro Departamento de Electrónica, Telecomunicações e Informática. Output Devices - I
Universidade de Aveiro Departamento de Electrónica, Telecomunicações e Informática Output Devices - I Realidade Virtual e Aumentada 2017/2018 Beatriz Sousa Santos What is Virtual Reality? A high-end user
More informationConsiderations for Standardization of VR Display. Suk-Ju Kang, Sogang University
Considerations for Standardization of VR Display Suk-Ju Kang, Sogang University Compliance with IEEE Standards Policies and Procedures Subclause 5.2.1 of the IEEE-SA Standards Board Bylaws states, "While
More informationEinführung in die Erweiterte Realität. 5. Head-Mounted Displays
Einführung in die Erweiterte Realität 5. Head-Mounted Displays Prof. Gudrun Klinker, Ph.D. Institut für Informatik,Technische Universität München klinker@in.tum.de Nov 30, 2004 Agenda 1. Technological
More informationUnpredictable movement performance of Virtual Reality headsets
Unpredictable movement performance of Virtual Reality headsets 2 1. Introduction Virtual Reality headsets use a combination of sensors to track the orientation of the headset, in order to move the displayed
More informationRegan Mandryk. Depth and Space Perception
Depth and Space Perception Regan Mandryk Disclaimer Many of these slides include animated gifs or movies that may not be viewed on your computer system. They should run on the latest downloads of Quick
More informationVR/AR Concepts in Architecture And Available Tools
VR/AR Concepts in Architecture And Available Tools Peter Kán Interactive Media Systems Group Institute of Software Technology and Interactive Systems TU Wien Outline 1. What can you do with virtual reality
More informationCSE 190: Virtual Reality Technologies LECTURE #7: VR DISPLAYS
CSE 190: Virtual Reality Technologies LECTURE #7: VR DISPLAYS Announcements Homework project 2 Due tomorrow May 5 at 2pm To be demonstrated in VR lab B210 Even hour teams start at 2pm Odd hour teams start
More informationPHYSICS 289 Experiment 8 Fall Geometric Optics II Thin Lenses
PHYSICS 289 Experiment 8 Fall 2005 Geometric Optics II Thin Lenses Please look at the chapter on lenses in your text before this lab experiment. Please submit a short lab report which includes answers
More informationLecture Outline Chapter 27. Physics, 4 th Edition James S. Walker. Copyright 2010 Pearson Education, Inc.
Lecture Outline Chapter 27 Physics, 4 th Edition James S. Walker Chapter 27 Optical Instruments Units of Chapter 27 The Human Eye and the Camera Lenses in Combination and Corrective Optics The Magnifying
More informationLecture 19: Depth Cameras. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)
Lecture 19: Depth Cameras Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) Continuing theme: computational photography Cheap cameras capture light, extensive processing produces
More informationPotential Uses of Virtual and Augmented Reality Devices in Commercial Training Applications
Potential Uses of Virtual and Augmented Reality Devices in Commercial Training Applications Dennis Hartley Principal Systems Engineer, Visual Systems Rockwell Collins April 17, 2018 WATS 2018 Virtual Reality
More informationA Low Cost Optical See-Through HMD - Do-it-yourself
2016 IEEE International Symposium on Mixed and Augmented Reality Adjunct Proceedings A Low Cost Optical See-Through HMD - Do-it-yourself Saul Delabrida Antonio A. F. Loureiro Federal University of Minas
More informationCamera Image Processing Pipeline
Lecture 13: Camera Image Processing Pipeline Visual Computing Systems Today (actually all week) Operations that take photons hitting a sensor to a high-quality image Processing systems used to efficiently
More informationIMAGE FORMATION. Light source properties. Sensor characteristics Surface. Surface reflectance properties. Optics
IMAGE FORMATION Light source properties Sensor characteristics Surface Exposure shape Optics Surface reflectance properties ANALOG IMAGES An image can be understood as a 2D light intensity function f(x,y)
More informationLOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR
LOOKING AHEAD: UE4 VR Roadmap Nick Whiting Technical Director VR / AR HEADLINE AND IMAGE LAYOUT RECENT DEVELOPMENTS RECENT DEVELOPMENTS At Epic, we drive our engine development by creating content. We
More informationIMAGE SENSOR SOLUTIONS. KAC-96-1/5" Lens Kit. KODAK KAC-96-1/5" Lens Kit. for use with the KODAK CMOS Image Sensors. November 2004 Revision 2
KODAK for use with the KODAK CMOS Image Sensors November 2004 Revision 2 1.1 Introduction Choosing the right lens is a critical aspect of designing an imaging system. Typically the trade off between image
More informationChristian Richardt. Stereoscopic 3D Videos and Panoramas
Christian Richardt Stereoscopic 3D Videos and Panoramas Stereoscopic 3D videos and panoramas 1. Capturing and displaying stereo 3D videos 2. Viewing comfort considerations 3. Editing stereo 3D videos (research
More informationUnit 1: Image Formation
Unit 1: Image Formation 1. Geometry 2. Optics 3. Photometry 4. Sensor Readings Szeliski 2.1-2.3 & 6.3.5 1 Physical parameters of image formation Geometric Type of projection Camera pose Optical Sensor
More informationCPSC 425: Computer Vision
1 / 55 CPSC 425: Computer Vision Instructor: Fred Tung ftung@cs.ubc.ca Department of Computer Science University of British Columbia Lecture Notes 2015/2016 Term 2 2 / 55 Menu January 7, 2016 Topics: Image
More informationCamera Image Processing Pipeline: Part II
Lecture 13: Camera Image Processing Pipeline: Part II Visual Computing Systems Today Finish image processing pipeline Auto-focus / auto-exposure Camera processing elements Smart phone processing elements
More informationOutput Devices - Visual
IMGD 5100: Immersive HCI Output Devices - Visual Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu Overview Here we are concerned with technology
More informationBuilding a Real Camera. Slides Credit: Svetlana Lazebnik
Building a Real Camera Slides Credit: Svetlana Lazebnik Home-made pinhole camera Slide by A. Efros http://www.debevec.org/pinhole/ Shrinking the aperture Why not make the aperture as small as possible?
More informationReVRSR: Remote Virtual Reality for Service Robots
ReVRSR: Remote Virtual Reality for Service Robots Amel Hassan, Ahmed Ehab Gado, Faizan Muhammad March 17, 2018 Abstract This project aims to bring a service robot s perspective to a human user. We believe
More informationFuture Directions for Augmented Reality. Mark Billinghurst
Future Directions for Augmented Reality Mark Billinghurst 1968 Sutherland/Sproull s HMD https://www.youtube.com/watch?v=ntwzxgprxag Star Wars - 1977 Augmented Reality Combines Real and Virtual Images Both
More informationReinventing movies How do we tell stories in VR? Diego Gutierrez Graphics & Imaging Lab Universidad de Zaragoza
Reinventing movies How do we tell stories in VR? Diego Gutierrez Graphics & Imaging Lab Universidad de Zaragoza Computer Graphics Computational Imaging Virtual Reality Joint work with: A. Serrano, J. Ruiz-Borau
More informationTOUCH & FEEL VIRTUAL REALITY. DEVELOPMENT KIT - VERSION NOVEMBER 2017
TOUCH & FEEL VIRTUAL REALITY DEVELOPMENT KIT - VERSION 1.1 - NOVEMBER 2017 www.neurodigital.es Minimum System Specs Operating System Windows 8.1 or newer Processor AMD Phenom II or Intel Core i3 processor
More informationMaking Virtual Reality a Reality. Surviving the hype cycle to achieve real societal benefit.
Making Virtual Reality a Reality Surviving the hype cycle to achieve real societal benefit. Game Changer? Fad? A Timeline of VR A Timeline of VR 1939 1939 - View-Master 3D Stereoscopic viewer A Timeline
More informationImmersive Aerial Cinematography
Immersive Aerial Cinematography Botao (Amber) Hu 81 Adam Way, Atherton, CA 94027 botaohu@cs.stanford.edu Qian Lin Department of Applied Physics, Stanford University 348 Via Pueblo, Stanford, CA 94305 linqian@stanford.edu
More informationThe Impact of Dynamic Convergence on the Human Visual System in Head Mounted Displays
The Impact of Dynamic Convergence on the Human Visual System in Head Mounted Displays by Ryan Sumner A thesis submitted to the Victoria University of Wellington in partial fulfilment of the requirements
More information1 Topic Creating & Navigating Change Make it Happen Breaking the mould of traditional approaches of brand ownership and the challenges of immersive storytelling. Qantas Australia in 360 ICC Sydney & Tourism
More informationAbstract. 1. Introduction and Motivation. 3. Methods. 2. Related Work Omni Directional Stereo Imaging
Abstract This project aims to create a camera system that captures stereoscopic 360 degree panoramas of the real world, and a viewer to render this content in a headset, with accurate spatial sound. 1.
More informationIntroduction to Virtual Reality (based on a talk by Bill Mark)
Introduction to Virtual Reality (based on a talk by Bill Mark) I will talk about... Why do we want Virtual Reality? What is needed for a VR system? Examples of VR systems Research problems in VR Most Computers
More informationDesign and Implementation of the 3D Real-Time Monitoring Video System for the Smart Phone
ISSN (e): 2250 3005 Volume, 06 Issue, 11 November 2016 International Journal of Computational Engineering Research (IJCER) Design and Implementation of the 3D Real-Time Monitoring Video System for the
More informationECEN 4606, UNDERGRADUATE OPTICS LAB
ECEN 4606, UNDERGRADUATE OPTICS LAB Lab 2: Imaging 1 the Telescope Original Version: Prof. McLeod SUMMARY: In this lab you will become familiar with the use of one or more lenses to create images of distant
More informationGetting light to imager. Capturing Images. Depth and Distance. Ideal Imaging. CS559 Lecture 2 Lights, Cameras, Eyes
CS559 Lecture 2 Lights, Cameras, Eyes Last time: what is an image idea of image-based (raster representation) Today: image capture/acquisition, focus cameras and eyes displays and intensities Corrected
More informationCameras. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017
Cameras Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Camera Focus Camera Focus So far, we have been simulating pinhole cameras with perfect focus Often times, we want to simulate more
More informationVirtual Reality in Neuro- Rehabilitation and Beyond
Virtual Reality in Neuro- Rehabilitation and Beyond Amanda Carr, OTRL, CBIS Origami Brain Injury Rehabilitation Center Director of Rehabilitation Amanda.Carr@origamirehab.org Objectives Define virtual
More informationMiguel Rodriguez Analogix Semiconductor. High-Performance VR Applications Drive High- Resolution Displays with MIPI DSI SM
Miguel Rodriguez Analogix Semiconductor High-Performance VR Applications Drive High- Resolution Displays with MIPI DSI SM Today s Agenda VR Head Mounted Device (HMD) Use Cases and Trends Cardboard, high-performance
More informationCamera Image Processing Pipeline: Part II
Lecture 14: Camera Image Processing Pipeline: Part II Visual Computing Systems Today Finish image processing pipeline Auto-focus / auto-exposure Camera processing elements Smart phone processing elements
More informationA Case Study of Security and Privacy Threats from Augmented Reality (AR)
A Case Study of Security and Privacy Threats from Augmented Reality (AR) Song Chen, Zupei Li, Fabrizio DAngelo, Chao Gao, Xinwen Fu Binghamton University, NY, USA; Email: schen175@binghamton.edu of Computer
More informationStatic Scene Light Field Stereoscope
Static Scene Light Field Stereoscope Kevin Chen Stanford University 350 Serra Mall, Stanford, CA 94305 kchen92@stanford.edu Abstract Advances in hardware technologies and recent developments in compressive
More informationinteractive laboratory
interactive laboratory ABOUT US 360 The first in Kazakhstan, who started working with VR technologies Over 3 years of experience in the area of virtual reality Completed 7 large innovative projects 12
More informationOmni-Directional Catadioptric Acquisition System
Technical Disclosure Commons Defensive Publications Series December 18, 2017 Omni-Directional Catadioptric Acquisition System Andreas Nowatzyk Andrew I. Russell Follow this and additional works at: http://www.tdcommons.org/dpubs_series
More informationOculus Rift Development Kit 2
Oculus Rift Development Kit 2 Sam Clow TWR 2009 11/24/2014 Executive Summary This document will introduce developers to the Oculus Rift Development Kit 2. It is clear that virtual reality is the future
More informationREPLICATING HUMAN VISION FOR ACCURATE TESTING OF AR/VR DISPLAYS Presented By Eric Eisenberg February 22, 2018
REPLICATING HUMAN VISION FOR ACCURATE TESTING OF AR/VR DISPLAYS Presented By Eric Eisenberg February 22, 2018 Light & Color Automated Visual Inspection Global Support TODAY S AGENDA Challenges in Near-Eye
More informationVR System Input & Tracking
Human-Computer Interface VR System Input & Tracking 071011-1 2017 년가을학기 9/13/2017 박경신 System Software User Interface Software Input Devices Output Devices User Human-Virtual Reality Interface User Monitoring
More informationImmersive Visualization On the Cheap. Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries December 6, 2019
Immersive Visualization On the Cheap Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries atrost1@umd.edu December 6, 2019 About Me About this Session Some of us have been lucky
More informationdoi: /
doi: 10.1117/12.872287 Coarse Integral Volumetric Imaging with Flat Screen and Wide Viewing Angle Shimpei Sawada* and Hideki Kakeya University of Tsukuba 1-1-1 Tennoudai, Tsukuba 305-8573, JAPAN ABSTRACT
More informationActive Stereo Vision. COMP 4102A Winter 2014 Gerhard Roth Version 1
Active Stereo Vision COMP 4102A Winter 2014 Gerhard Roth Version 1 Why active sensors? Project our own texture using light (usually laser) This simplifies correspondence problem (much easier) Pluses Can
More informationQuality of Experience for Virtual Reality: Methodologies, Research Testbeds and Evaluation Studies
Quality of Experience for Virtual Reality: Methodologies, Research Testbeds and Evaluation Studies Mirko Sužnjević, Maja Matijašević This work has been supported in part by Croatian Science Foundation
More informationConstruction of visualization system for scientific experiments
Construction of visualization system for scientific experiments A. V. Bogdanov a, A. I. Ivashchenko b, E. A. Milova c, K. V. Smirnov d Saint Petersburg State University, 7/9 University Emb., Saint Petersburg,
More informationIntroduction.
VR Introduction The last few years have seen lots of changes in terms of technology used at events, as things become more focussed towards interactivity and creating memorable experiences that leave people
More informationTopic 6 - Optics Depth of Field and Circle Of Confusion
Topic 6 - Optics Depth of Field and Circle Of Confusion Learning Outcomes In this lesson, we will learn all about depth of field and a concept known as the Circle of Confusion. By the end of this lesson,
More informationPortfolio. Swaroop Kumar Pal swarooppal.wordpress.com github.com/swarooppal1088
Portfolio About Me: I am a Computer Science graduate student at The University of Texas at Dallas. I am currently working as Augmented Reality Engineer at Aireal, Dallas and also as a Graduate Researcher
More informationA Guide to Virtual Reality for Social Good in the Classroom
A Guide to Virtual Reality for Social Good in the Classroom Welcome to the future, or the beginning of a future where many things are possible. Virtual Reality (VR) is a new tool that is being researched
More informationLecture 18: Light field cameras. (plenoptic cameras) Visual Computing Systems CMU , Fall 2013
Lecture 18: Light field cameras (plenoptic cameras) Visual Computing Systems Continuing theme: computational photography Cameras capture light, then extensive processing produces the desired image Today:
More informationPhysics 1230: Light and Color. Guest Lecture, Jack again. Lecture 23: More about cameras
Physics 1230: Light and Color Chuck Rogers, Charles.Rogers@colorado.edu Ryan Henley, Valyria McFarland, Peter Siegfried physicscourses.colorado.edu/phys1230 Guest Lecture, Jack again Lecture 23: More about
More informationImage Formation III Chapter 1 (Forsyth&Ponce) Cameras Lenses & Sensors
Image Formation III Chapter 1 (Forsyth&Ponce) Cameras Lenses & Sensors Guido Gerig CS-GY 6643, Spring 2017 (slides modified from Marc Pollefeys, UNC Chapel Hill/ ETH Zurich, With content from Prof. Trevor
More informationCameras. CSE 455, Winter 2010 January 25, 2010
Cameras CSE 455, Winter 2010 January 25, 2010 Announcements New Lecturer! Neel Joshi, Ph.D. Post-Doctoral Researcher Microsoft Research neel@cs Project 1b (seam carving) was due on Friday the 22 nd Project
More informationRange Sensing strategies
Range Sensing strategies Active range sensors Ultrasound Laser range sensor Slides adopted from Siegwart and Nourbakhsh 4.1.6 Range Sensors (time of flight) (1) Large range distance measurement -> called
More informationLenses, exposure, and (de)focus
Lenses, exposure, and (de)focus http://graphics.cs.cmu.edu/courses/15-463 15-463, 15-663, 15-862 Computational Photography Fall 2017, Lecture 15 Course announcements Homework 4 is out. - Due October 26
More informationCPSC 4040/6040 Computer Graphics Images. Joshua Levine
CPSC 4040/6040 Computer Graphics Images Joshua Levine levinej@clemson.edu Lecture 04 Displays and Optics Sept. 1, 2015 Slide Credits: Kenny A. Hunt Don House Torsten Möller Hanspeter Pfister Agenda Open
More informationCommunication Requirements of VR & Telemedicine
Communication Requirements of VR & Telemedicine Henry Fuchs UNC Chapel Hill 3 Nov 2016 NSF Workshop on Ultra-Low Latencies in Wireless Networks Support: NSF grants IIS-CHS-1423059 & HCC-CGV-1319567, CISCO,
More informationCapturing Light. The Light Field. Grayscale Snapshot 12/1/16. P(q, f)
Capturing Light Rooms by the Sea, Edward Hopper, 1951 The Penitent Magdalen, Georges de La Tour, c. 1640 Some slides from M. Agrawala, F. Durand, P. Debevec, A. Efros, R. Fergus, D. Forsyth, M. Levoy,
More informationLaser Scanning 3D Display with Dynamic Exit Pupil
Koç University Laser Scanning 3D Display with Dynamic Exit Pupil Kishore V. C., Erdem Erden and Hakan Urey Dept. of Electrical Engineering, Koç University, Istanbul, Turkey Hadi Baghsiahi, Eero Willman,
More informationWhat will be on the midterm?
What will be on the midterm? CS 178, Spring 2014 Marc Levoy Computer Science Department Stanford University General information 2 Monday, 7-9pm, Cubberly Auditorium (School of Edu) closed book, no notes
More informationVirtual Reality in aviation training
in aviation training Aaron Snoswell, Boeing Research & Technology Australia Valve, - SteamVR featuring the HTC Vive 2 Paradigm Shift Step Change A step-change in digital content from abstractions to immersion
More informationPhy Ph s y 102 Lecture Lectur 21 Optical instruments 1
Phys 102 Lecture 21 Optical instruments 1 Today we will... Learn how combinations of lenses form images Thin lens equation & magnification Learn about the compound microscope Eyepiece & objective Total
More informationPerception. Read: AIMA Chapter 24 & Chapter HW#8 due today. Vision
11-25-2013 Perception Vision Read: AIMA Chapter 24 & Chapter 25.3 HW#8 due today visual aural haptic & tactile vestibular (balance: equilibrium, acceleration, and orientation wrt gravity) olfactory taste
More informationLight-Field Database Creation and Depth Estimation
Light-Field Database Creation and Depth Estimation Abhilash Sunder Raj abhisr@stanford.edu Michael Lowney mlowney@stanford.edu Raj Shah shahraj@stanford.edu Abstract Light-field imaging research has been
More informationExploring Virtual Reality (VR) with ArcGIS. Euan Cameron Simon Haegler Mark Baird
Exploring Virtual Reality (VR) with ArcGIS Euan Cameron Simon Haegler Mark Baird Agenda Introduction & Terminology Application & Market Potential Mobile VR with ArcGIS 360VR Desktop VR with CityEngine
More informationCOURSES. Summary and Outlook. James Tompkin
COURSES Summary and Outlook James Tompkin COURSES Summary and Outlook James Tompkin HOW DID WE GET HERE? - 360 video - Stereo 360 video - Light field video HOW DID WE GET HERE? Technical foundations: 360
More informationOculus Rift Getting Started Guide
Oculus Rift Getting Started Guide Version 1.23 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.
More informationDappled Photography: Mask Enhanced Cameras for Heterodyned Light Fields and Coded Aperture Refocusing
Dappled Photography: Mask Enhanced Cameras for Heterodyned Light Fields and Coded Aperture Refocusing Ashok Veeraraghavan, Ramesh Raskar, Ankit Mohan & Jack Tumblin Amit Agrawal, Mitsubishi Electric Research
More informationChapter 25 Optical Instruments
Chapter 25 Optical Instruments Units of Chapter 25 Cameras, Film, and Digital The Human Eye; Corrective Lenses Magnifying Glass Telescopes Compound Microscope Aberrations of Lenses and Mirrors Limits of
More informationLecture 26. PHY 112: Light, Color and Vision. Finalities. Final: Thursday May 19, 2:15 to 4:45 pm. Prof. Clark McGrew Physics D 134
PHY 112: Light, Color and Vision Lecture 26 Prof. Clark McGrew Physics D 134 Finalities Final: Thursday May 19, 2:15 to 4:45 pm ESS 079 (this room) Lecture 26 PHY 112 Lecture 1 Introductory Chapters Chapters
More informationOculus Rift Introduction Guide. Version
Oculus Rift Introduction Guide Version 0.8.0.0 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.
More informationLecture 22: Cameras & Lenses III. Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2017
Lecture 22: Cameras & Lenses III Computer Graphics and Imaging UC Berkeley, Spring 2017 F-Number For Lens vs. Photo A lens s F-Number is the maximum for that lens E.g. 50 mm F/1.4 is a high-quality telephoto
More informationPhys 102 Lecture 21 Optical instruments
Phys 102 Lecture 21 Optical instruments 1 Today we will... Learn how combinations of lenses form images Thin lens equation & magnification Learn about the compound microscope Eyepiece & objective Total
More informationCameras have finite depth of field or depth of focus
Robert Allison, Laurie Wilcox and James Elder Centre for Vision Research York University Cameras have finite depth of field or depth of focus Quantified by depth that elicits a given amount of blur Typically
More informationMEMS Solutions For VR & AR
MEMS Solutions For VR & AR Sensor Expo 2017 San Jose June 28 th 2017 MEMS Sensors & Actuators at ST 2 Motion Environmental Audio Physical change Sense Electro MEMS Mechanical Signal Mechanical Actuate
More information