CSE 190: 3D User Interaction

Similar documents
CSE 190: Virtual Reality Technologies LECTURE #7: VR DISPLAYS

EnSight in Virtual and Mixed Reality Environments

HMD based VR Service Framework. July Web3D Consortium Kwan-Hee Yoo Chungbuk National University

Connecting Plant Simulation with mobile 3D & Virtual Reality Systems e.g. using an Oculus Rift

VR-programming. Fish Tank VR. To drive enhanced virtual reality display setups like. Monitor-based systems Use i.e.

User Interfaces in Panoramic Augmented Reality Environments

Low-cost virtual reality visualization for SMEs

Construction of visualization system for scientific experiments

Realtime 3D Computer Graphics Virtual Reality

CSE 165: 3D User Interaction. Lecture #7: Input Devices Part 2

Install simple system for playing environmental animation in the stereo display

Introduction to Virtual Reality (based on a talk by Bill Mark)

Universidade de Aveiro Departamento de Electrónica, Telecomunicações e Informática. Output Devices - I

A Multimodal Locomotion User Interface for Immersive Geospatial Information Systems

Virtual Reality I. Visual Imaging in the Electronic Age. Donald P. Greenberg November 9, 2017 Lecture #21

VR/AR Concepts in Architecture And Available Tools

Visual Data Mining and the MiniCAVE Jürgen Symanzik Utah State University, Logan, UT

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

Mobile Virtual Reality what is that and how it works? Alexey Rybakov, Senior Engineer, Technical Evangelist at DataArt

Dr Antony Robotham - Executive Director

Intro to Virtual Reality (Cont)

Haptic Rendering and Volumetric Visualization with SenSitus

Stereo Viewing Systems

CSE 165: 3D User Interaction. Lecture #11: Travel

EE 267: Introduction and Overview!

Einführung in die Erweiterte Realität. 5. Head-Mounted Displays

Output Devices - Visual

CS 450: COMPUTER GRAPHICS REVIEW: RASTER IMAGES SPRING 2016 DR. MICHAEL J. REALE

A Hybrid Immersive / Non-Immersive

VIRTUAL REALITY LAB Research group Softwarevisualisation in 3D and VR

Ubiquitous Computing Summer Episode 16: HCI. Hannes Frey and Peter Sturm University of Trier. Hannes Frey and Peter Sturm, University of Trier 1

Virtual- and Augmented Reality in Education Intel Webinar. Hannes Kaufmann

Enhancing Fish Tank VR

PERCEPTUAL INSIGHTS INTO FOVEATED VIRTUAL REALITY. Anjul Patney Senior Research Scientist

Dr Antony Robotham - Executive Director EWG-DSS Liverpool April 2012

Investigating the Post Processing of LS-DYNA in a Fully Immersive Workflow Environment

Diving into VR World with Oculus. Homin Lee Software Engineer at Oculus

One Size Doesn't Fit All Aligning VR Environments to Workflows

Considerations for Standardization of VR Display. Suk-Ju Kang, Sogang University

Scaling Resolution with the Quadro SVS Platform. Andrew Page Senior Product Manager: SVS & Broadcast Video

INTERACTIVE 3D VIRTUAL HYDRAULICS Using virtual reality environments in teaching and research of fluid power systems and components

CS148: Introduction to Computer Graphics and Imaging. Displays. Topics. Spatial resolution Temporal resolution Tone mapping. Display technologies

Subjective Image Quality Assessment of a Wide-view Head Mounted Projective Display with a Semi-transparent Retro-reflective Screen

Displays and immersion. Paul Bourke The University of Western Australia

Video Games and Interfaces: Past, Present and Future Class #2: Intro to Video Game User Interfaces

CSE 165: 3D User Interaction. Lecture #14: 3D UI Design

COURSES. Summary and Outlook. James Tompkin

CORRECTED VISION. Here be underscores THE ROLE OF CAMERA AND LENS PARAMETERS IN REAL-WORLD MEASUREMENT

Virtual Reality. NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9

Seismic Simulator (Earthquake)

FRAUNHOFER INSTITUTE FOR OPEN COMMUNICATION SYSTEMS FOKUS COMPETENCE CENTER VISCOM

HARDWARE SETUP GUIDE. 1 P age

Augmented and Virtual Reality

Vendor Response Sheet Technical Specifications

ADAS Development using Advanced Real-Time All-in-the-Loop Simulators. Roberto De Vecchi VI-grade Enrico Busto - AddFor

Realistic Visual Environment for Immersive Projection Display System

Motion sickness issues in VR content

Computer Graphics. Spring April Ghada Ahmed, PhD Dept. of Computer Science Helwan University

Best Practices for VR Applications

LOW COST CAVE SIMPLIFIED SYSTEM

MIT CSAIL Advances in Computer Vision Fall Problem Set 6: Anaglyph Camera Obscura

Color Management and Your Workflow. monaco

CSC 2524, Fall 2018 Graphics, Interaction and Perception in Augmented and Virtual Reality AR/VR

Choose your VR platform

Virtual/Augmented Reality (VR/AR) 101

Tobii Pro VR Analytics Product Description

Potential Uses of Virtual and Augmented Reality Devices in Commercial Training Applications

Head Tracking for Google Cardboard by Simond Lee

G-700 multiple Channel 4K Curve Edge Blending Processor

Stereo Viewing Systems

Immersive Guided Tours for Virtual Tourism through 3D City Models

Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events

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

Oculus Rift Getting Started Guide

interactive laboratory

Classifying 3D Input Devices

Oculus Rift Getting Started Guide

Platform KEY FEATURES OF THE FLUURMAT 2 SOFTWARE PLATFORM:

Virtual Prototyping State of the Art in Product Design

QuickSpecs. VIVE Pro VR System with Advantage+ Service Pack. Overview

VR based HCI Techniques & Application. November 29, 2002

Stereo-based Hand Gesture Tracking and Recognition in Immersive Stereoscopic Displays. Habib Abi-Rached Thursday 17 February 2005.

Lecture 19: Depth Cameras. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)

Tobii Pro VR Analytics Product Description

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR

CWIC Starter: Immersive Richard Mills - Technical Director, Sky VR Studios Founder, Imaginary Pictures

USER-ORIENTED INTERACTIVE BUILDING DESIGN *

A Guide to Virtual Reality for Social Good in the Classroom

Image Display and Perception

Mixed Reality Approach and the Applications using Projection Head Mounted Display

INTERIOUR DESIGN USING AUGMENTED REALITY

CPSC 4040/6040 Computer Graphics Images. Joshua Levine

ENGAGING STEM STUDENTS USING AFFORDABLE VIRTUAL REALITY FRAMEWORKS. Magesh Chandramouli Computer Graphics Technology Purdue University NW STEM

DESIGN STYLE FOR BUILDING INTERIOR 3D OBJECTS USING MARKER BASED AUGMENTED REALITY

Smart_Projector. The Next Generation Profile Projector. State-of-the-art Video Measuring Machine NEW 2015 VERSION. 10 Mpx Industrial Camera

HARDWARE SETUP GUIDE. 1 P age

VR System Input & Tracking

Psychophysics of night vision device halo

The Human Visual System!

Dental photography: Dentist Blog. This is what matters when choosing the right camera equipment! Checklist. blog.ivoclarvivadent.

Transcription:

Winter 2013 CSE 190: 3D User Interaction Lecture #4: Displays Jürgen P. Schulze, Ph.D.

CSE190 3DUI - Winter 2013 Announcements TA: Sidarth Vijay, available immediately Office/lab hours: tbd, check web site Homework project 1 due Friday

CSE190 3DUI - Winter 2013 Calit2 Free Monthly Tour No date for next tour posted yet Check at: http://www.calit2.net/events/popup.php?i d=2026

CSE190 3DUI - Winter 2013 REU Paid Research Opportunity REU Opening for undergraduate students Topic: ArchaeoSTOR map: publishing archaeological geodata on the web Paper: COM.Geo '12 Proceedings of the 3rd International Conference on Computing for Geospatial Research and Applications http://dl.acm.org/citation.cfm?id=2345355 Contact: Aaron Gidding, agidding@ucsd.edu

CSE190 3DUI - Winter 2013 Paper Presentation Paper Stats Title Authors Institute Conference/Journal Year Outline Related Work Methodology Results Conclusions Q&A

Paper Presentation CSE190 3DUI - Winter 2013

Paper Presentation CSE190 3DUI - Winter 2013

Displays

Surround Screen VE Has 3 to 6 large screens Puts user in a room for visual immersion Usually driven by a single or group of powerful graphics engines

The StarCAVE 18 Dell XPS 710 PCs Dual Nvidia GeForce 285 graphics cards CentOS Linux 34 JVC HD2k projectors (1920x1080 pixels): ~34 megapixels per eye 360 degrees immersion Passive stereo, circular polarization 15 screens on 5 walls, ~8 x 4 foot each, plus floor projection 4-camera optical tracking system

NexCAVE 14 42 JVC Xpol displays: LCD panels with polarizing filters, 1920x1080 pixels 8 rendering PCs Nvidia GeForce 480 GPUs 2-camera ART TrackPack optical tracking system

Surround Screen VE (2)

SSVE Advantages Provides high resolution and large FOV User only needs a pair of light weight glasses for stereo viewing User has freedom to move about the device Real and virtual objects can be mixed in the environment A group of people can inhabit the space simultaneously

SSVE Disadvantages Very expensive (often ~$1 Million) Requires a large amount of physical space Projector calibration must be maintained Normally only one user head tracked Stereo viewing can be problematic (ghosting, focal plane far away) Physical objects can get in the way of graphical objects

SSVE Interface Design Do not need to represent physical objects (i.e. hands) as graphical objects Can take advantage of the user s peripheral vision Do not want the user to get too close to the screens Developer can take advantage of the space for using physical props (i.e. car, motion platform)

Workbenches and Variants (1) Similar to SSVE but one display (two at most) Can be a desk or a large single display (i.e. PowerWall) Traditionally a table top metaphor

Workbenches and Variants (2)

Workbenches and Variants (3)

CSE190 3DUI - Winter 2013 zspace Full HD resolution Active stereo screen Passive glasses Tracked glasses and stylus Stylus with infrared markers and gyroscope

Workbenches Advantages High resolution For certain applications, makes for an intuitive display Can be shared by several users

Workbenches Disadvantages Limited movement Typically only one user head-tracked No surrounding screens Physical objects can get in the way of graphical objects Stereo can be problematic

Workbenches Interface Design Ergonomics are important especially when designing interfaces for table displays User can take advantage of direct penbased input if display surface permits No need to make graphical representations of physical objects

Head Mounted Displays Device has either two CRT or LCD screens plus special optics in front of the users eyes User cannot naturally see the real world Provides a stereoscopic view that moves relative to the user

HMDs Advantages Provides an immersive experience by blocking out the real world Fairly easy to set up Does not restrict user from moving around in the real world Average quality HMD is relatively inexpensive Can achieve good stereo quality

HMDs Disadvantages Average quality HMDs have poor resolution and field of view (FOV) Does not take advantage of peripheral vision Isolation and fear of real world events Good quality devices cost in the $100,000 range Heavy and do not fit well

HMDs Interface Design Physical objects require a graphical representation Limits the types of input devices that can be used

CSE190 3DUI - Winter 2013 Oculus Rift Recent Kickstarter project >90 degrees horizontal field of view 110 degrees diagonal field of view More than 2x field of view of competition 640 x 800 pixels per eye 7 display 1000 Hz head tracking