CSE 190: Virtual Reality Technologies LECTURE #2: VR HISTORY

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CSE 190: Virtual Reality Technologies LECTURE #2: VR HISTORY

Announcements Oculus lock codes given out tomorrow 3-4pm in VR lab B210 Discussion will be Tuesday 3:30-4:30pm in CSB 002 Only app or video presentation, not both Deadline for time slot selection on wiki: April 10 th 11:59pm VRSC Student Festival. Deadline April 7 th https://www.facebook.com/events/576093179251727/ 2

We will be using sli.do to collect questions both before and during the events.all questions and comments must go through sli.do, and students are encouraged to submit questions and comments now, and to upvote others' questions or comments. To do this, students go to slido.com and enter the appropriate code. The code for the perspective/related majors is #4462. The code for the CSE majors is #6146. 3

I hear and I forget. I see and I remember. I do and I understand. Confucius, 551-479 BC

Virtual Reality: Webster Definition of virtual reality : an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment; also : the technology used to create or access a virtual reality

Virtual Reality: Wikipedia Virtual reality (VR) typically refers to computer technologies that use virtual reality headsets to generate the realistic images, sounds and other sensations that replicate a real environment or create an imaginary setting. VR also simulates a user's physical presence in this environment. VR has been defined as "a realistic and immersive simulation of a three-dimensional 360-degree environment, created using interactive software and hardware, and experienced or controlled by movement of the body" or as an "immersive, interactive experience generated by a computer". A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it, and interact with features or items depicted in the headset. Virtual reality is displayed with a virtual reality headset. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.

Terms Related to Virtual Environments Virtual reality Artificial reality Computer generated environment Computer simulated environment Synthetic environment Spatial immersion Cyberspace Virtual worlds Virtual presence

VR History 8

The Beginnings 2012 Palmer Luckey invented VR 9

The Beginnings 2012 Palmer Luckey invented VR 10

Whirlwind: First CG System 1949: First CG on Whirlwind Computer at MIT (Bouncing Ball) Whirlwind development began in 1945 System was first demonstrated on April 20th, 1951 First digital computer capable of displaying real time text and graphics on a video terminal (large oscilloscope screen)

1962: Sensorama Morton Helig, 1950s: Designed and patented 'the experience theatre' - 180 degree horizontal and 155 degree vertical. 30 speakers, smell, wind, seats that moved. Couldn't get funding, so created in 1962 the Sensorama. The Sensorama was an arcade setup with a vibrating motorcycle seat and handlebars and two 35mm projectors for stereo and wind and aromas and stereo sound as viewer moved through prerecorded experiences.

1965: Ivan Sutherland (University of Utah) 1963: Sketchpad: First interactive CG system with light pen 1965: Sutherland proposes the 'ultimate display': "The ultimate display would, of course, be a room within which the computer can control the existence of matter.... With appropriate programming such a display could literally be the Wonderland into which Alice walked" 1968: Sutherland created the first Virtual Reality and Augmented Reality (AR) Head Mounted Display (HMD) system: The Sword of Damocles Real-time computer generated display of wireframe cube with head tracking projected onto half-silvered mirrors so the cube floats in front of the user in the room. Two CRTs mounted by the users head along with other hardware suspended from the ceiling (heavy!) by a mechanical arm.

VR Displays 1965: First commercial vector display (IBM, $100K) 1967: First haptic display: GROPE project (Fred Brooks, UNC) UNC uses a ceiling mounted ARM (Argonne remote manipulator) to test receptor sites for a drug molecule. The researcher, in virtual reality, grasps the drug molecule, and holds it up to potential receptor sites. Good receptor sites attract the drug, while poor ones repel it. Using a force feedback system, scientists can easily feel where the drug can and should go.

Flat shading Gouraud shading Phong shading Rendering Techniques 1968: Ray casting principle (Arthur Appel) 1971: Raster Scan Principle 1971: Gouraud Shading (Henri Gouraud; method based on Lambertian diffuse lighting model) 1974: Texture Mapping (Edwin Catmull) 1975: Phong Shading (shading model developed by Bui Tuong Phong, University of Utah) 1979: Ray Tracing (Turner Whitted) 1984: Radiosity (Goral, Torrance, Greenberg, Battaile; Cornell University)

Tracking 1977: First instrumented glove (Sandin & Sayre) 1979: Polhemus Tracking System (Raab et al.) 1985: Jaron Lanier & VPL research First company focused on VR products Popularized the term virtual reality Polhemus Fastrak Sold DataGloves in 1985 and EyePhones in 1988 1986: Ascension Technologies founded from former Polhemus employees

VPL EyePhone Developer VPL Research 2.7", 2.75" or 3" B&W LCD with color Display filters (76,800 subpixels) From the Sony FLD-370 (1990) (3" 89,505 subpixels) Resolution ~184.7x138.6 per eye (320x240 subpixels) Optics large expanse extra perspective (LEEP) optical system Tracking Polhemus tracker FOV 90 x60 (80 x60 monoscopic) Weight 2.4 kg Release date June 7, 1989 Price $9,400 Version 1 Version 2 17

Virtual Environments 1987: British Aerospace Virtual Cockpit 1989: NASA VIEW System (Virtual Interface Environment Workstation) First complete VR system Project started in the early 80 s General-purpose, multi-sensory, personal simulator and telepresence device Configuration included head and hand tracking, wide field-of-view stereo head-mounted displays, speech recognition, 3D audio output and a tracked and instrumented glove 1989: Fake Space Labs: Development of the BOOM 1992: Virtual Portal (M. Deering, Sun Microsystems) 1992: CAVE: Cave Automated Virtual Environment (Carolina Cruz Neira et. al., University of Chicago) EVL CAVE NASA VIEW Virtual Portal

The 90s 1993: Silicon Graphics Reality Engine: Hardware-supported Gouraud shading, texture mapping, Z-buffering, anti-aliasing, 200,000 polygons/sec (Comp. w/nvidia GTX 1080: 11 billion polygons/sec) 1993: OpenGL standard created 1993: PHANToM Haptic Device (T. Massie, K. Salisbury) 1995: Nintendo Virtual Boy 3D monochrome display, shipped 1.26M units, released 22 games 1996: Silicon Graphics Infinite Reality (5M polygons/sec) 1998: Silicon Graphics Infinite Reality2 (13M polygons/sec) 1998: First 6-wall CAVE by TAN at Royal Institute of Technology in Stockholm 1999: ARToolKit (Hirokazo Kato, HITLab, UW) ARToolKit Virtual Boy

Early 2000s 2002: PC graphics & PC clusters (NVIDIA FX4000: 130M polygons/sec) 2002: DLP/LCD projectors Time sequential (active) stereo possible with DLP technology 2002: Optical tracking for VR systems (eg, Vicon, ART) Optical Tracking System (Vicon)

Modern Consumer VR June 29, 2007: Apple releases the first generation iphone August 1, 2012: Palmer Luckey revives VR with Oculus Kickstarter February 2013: Google Glass released (discontinued Jan 2015) March 25, 2014: Facebook buys Oculus VR for $2B March 25, 2016: Oculus CV1 starts shipping March 30, 2016: HoloLens starts shipping April 5, 2016: HTC Vive starts shipping October 13, 2016: Sony releases Playstation VR (by Feb 17 915k units sold) December 6, 2016: Oculus Touch controllers start shipping December 9, 2016: UCSD CSE orders 25 Touch controllers for VR lab March 30, 2017: Palmer Luckey leaves Facebook 21

VR Application Domains Entertainment Architecture and City Planning Rapid and Virtual Prototyping Medicine Driving and Flight Simulators Scientific Visualization Manufacturing Simulations Robotics, Tele-Robotics Research Development Daily Use

slide by Bernard Kress Consumer Applications Prescription Glasses

slide by Bernard Kress

Iron Man

The VR Spectrum 27

Mixed Reality 28

Mixed Reality From Stapleton, et. al., Applying Mixed Reality to Entertainment IEEE Computer, 35(12), December 2002

Related Technologies Vehicle/Flight Simulators CAD Computer animation/special effects (non-vr) Video Games Augmented Reality - combines real world and computer generated environment Video AR: real world video with generated overlay See-Through AR: generated display is semi-transparent Tele -Presence Teleconferencing Remote robotic control Collaborative systems