Virtual Reality. Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015

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1 Virtual Reality Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015

2 Virtual Reality What is Virtual Reality?

3 Virtual Reality A term used to describe a computer generated environment which can simulate the perception of PRESENCE.

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 Oculus Rift

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

7 Microsoft s Hololens

8 Microsoft buys Minecraft

9 Why is Microsoft building its Hololens? Why did it buy Minecraft?

10 Magic Leap

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

12 Oculus Rift DK2

13 HTC and Valve s SteamVR Vive

14 HTC and Valve s SteamVR Vive Introduced this month at the Game Developers Conference. This device will be at the high end of the game market with better tracking technology and higher resolution.

15 Minecraft and Netflix for VR 9/24/15 John Carmack announces deal for bringing both Minecraft (MSFT) and Netflix to both Gear VR and Oculus VR. Minecraft was bought by MSFT for $2.5B, and Netflix is responsible for 37% of internet traffic.

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

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

18

19

20

21

22 Depth Perception from 2-D Images Monoscopic Stereoscopic

23 Paris Street, Rainy Day 1877 Caillebotte

24 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

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

26 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.

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

28

29 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.

30 Diagram of Vergence

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

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

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

34 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.

35 Understanding the Human Visual System

36 Components of the Human Eye Foundations of Sensation and Perception, George Mather

37 Image Formation by Lenses Foundations of Sensation and Perception, George Mather

38

39 Resolution of the Human Eye Humans can tell visual details at distances larger than 0.3 arc minutes The Field of View (FOV) of the human eye can be generously estimated as 120 by 90 degrees

40 Resolution of the Human Eye (120 degrees x 60 arcminutes / degree x 1 pixel / 0.3 arcminutes) x (90 degrees x 60 arcminutes / degree x 1 pixel / 0.3 arcminutes) 431,568,000 pixels; 432 MegaPixels. A 1080p display is 2.1 megapixels.

41 Samsung AMOLED Displays Standard LCD RGB Display PenTile Display

42 Distorted Images

43 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,

44 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,

45 Hans Holbein The Ambassadors Google Art Project:

46 Hans Holbein Fred Leeman. Hidden Images, 1976 Harry N. Abrams incorporated, p. 19

47 DORSEY 1993

48 DORSEY 1993

49

50 Truck Art

51 Julian Beever - Chalk Drawings

52 The goal of VR reproduction operators VR Reproduction Operator visual model scene observer model display observer model display device model scene radiances display inputs scene observer presence display observer display device After Tumblin, IEEE CG&A 13(6) IEEE, 1993.

53 Stainless Steel Simulation

54 Eames Chair Pixar s Renderman

55

56 Oculus Rift

57 Oculus Rift

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

59 Oculus Rift

60 Oculus Rift Angular Rotation

61 Oculus Rift Distortion Strategy

62 Oculus Rift Distorted Image

63 Oculus Rift Distorted Image

64 Oculus Rift Distorted Image

65 Oculus Ready PC Program > $1,000 including computer

66 Requirements for PRESENCE Understanding the Human Visual System Improving the Device Characteristics System Performance

67 Virtual Reality What is necessary to make virtual reality a reality?

68 Crossing the VR Chasm Device Characteristics Display resolution Field of view Color Gamut Dynamic range View Location and Direction Position accuracy Sensor Response Gaze direction

69 Crossing the VR Chasm Dynamic Motion Refresh/update Latency Rendering computation Bandwidth Pixel switching time Model Complexity Dynamic Data Capture D-tethering Economy

70 Current vs. Desired Characteristics

71 Crossing the VR Chasm See your hands Eye-to-eye contact SOCIAL ACCEPTANCE

72 End

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