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

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Transcription:

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 participating in IEEE standards development activities, all participants...shall act in accordance with all applicable laws (nation-based and international), the IEEE Code of Ethics, and with IEEE Standards policies and procedures." The contributor acknowledges and accepts that this contribution is subject to The IEEE Standards copyright policy as stated in the IEEE-SA Standards Board Bylaws, section 7, http://standards.ieee.org/develop/policies/bylaws/sect6-7.html#7, and the IEEE- SA Standards Board Operations Manual, section 6.1, http://standards.ieee.org/develop/policies/opman/sect6.html The IEEE Standards patent policy as stated in the IEEE-SA Standards Board Bylaws, section 6, http://standards.ieee.org/guides/bylaws/sect6-7.html#6, and the IEEE-SA Standards Board Operations Manual, section 6.3, http://standards.ieee.org/develop/policies/opman/sect6.html 2

IEEE P3333.3 HMD Based 3D Content Motion Sickness Reducing Technology [Dong Il Seo and dillon@volercreative.com] Considerations for Standardization of VR Display Date: 2017-07-10 Author(s): Suk-Ju Kang Name Affiliation Phone [optional] Email [optional] Suk-Ju Kang Sogang University +82-10-7103-6520 sjkang@sogang.ac.kr

Outline Introduction Considerations in VR Displays Part I: Display Resolution Part II: Chromatic Aberration and Correction Part III: Display Technology Trend in VR Conclusion 4

Introduction Challenge of Virtual Reality Users feel gaps on their sense between the reality and virtual reality because of a motion-to-photon latency This causes dizziness and motion sickness to user Motion-to-photon latency must be measured and compensated! Human perception Problems from latency of HMD Motion sickness Blurring Image judder Dizziness 5

Introduction Motion-to-Photon Latency Motion-to-Photon latency is the time needed for a user movement to be fully reflected on a display screen Low motion-to-photon (< 20 ms) latency is a prerequisite to convince user s mind that user is in another place A high motion-to-photon latency makes a poor virtual reality experience Tracker CPU GPU Display Photons Optics Head motion Under 20 milliseconds of latency for comfortability User s retina 6

Introduction We have to consider several factors in VR displays Display Resolution Chromatic Aberration and Correction 7

CONSIDERATIONS IN VR DISPLAYS PART I: DISPLAY RESOLUTION

Display Resolution Chromatic Aberration General HW structure in HMDs Display panel Fisheye lens Perceptional image Fisheye lens 9

Display Resolution Pixels per inch (PPI) Measurement of the pixel density (resolution) of an electronic image device such as a monitor or television display A 100 100 pixel image printed in a 1 inch square has a resolution of 100 pixels per inch 10

Display Resolution JDI New displays will be 3.42-inch low temperature polysilicon (LTPS) TFT LCD specifically designed for virtual reality (VR) head mount displays 11

Display Resolution 12

Display Resolution Samsung A new display targeting use in VR headsets packs 2,024 x 2,200 pixels into a 3.5 form-factor, delivering an impressive 858 PPI (Nearly twice the 460 PPI of the Rift and the Vive) The display is also capable of a 90Hz refresh rate and 100 nits brightness Previous VR display New VR display 13

CONSIDERATIONS IN VR DISPLAYS PART II: CHROMATIC ABERRATION AND CORRECTION

Chromatic Aberration and Correction Chromatic Aberration Fisheye lens The Fisheye lens gives users a wide viewing angle Normal HMDs provide a FOV(Field Of View) of over 110 Lens has a large refractive index 15

Chromatic Aberration and Correction Chromatic Aberration Reason for chromatic aberration The separation of light is called chromatic aberration because of different refractive indexes depending on the wavelength of light 16

Chromatic Aberration and Correction Correction Fisheye lens modeling Modeling is required for the precise pre-distortion Measurement method (a): Measuring HMD images with wide angle lens camera (b): Camera calibration with the chess board (c): Photographed VR images (a) (b) (c) 17

Chromatic Aberration and Correction Correction Measurement method Parameter extraction through camera calibration (a):photos taken by using the chess board in virtual space (b):optimal parameter extraction using multiple photographs (a) (b) 18

Chromatic Aberration and Correction Correction Calibration result (a): Original image (b): Image with the pre-distortion (c): User's perceptional image (a) (b) (c) 19

CONSIDERATIONS IN VR DISPLAYS PART III: DISPLAY TECHNOLOGY TREND IN VR

Display Technology Trend in VR 2017 Display Week 21

Display Technology Trend in VR Samsung HMD panel High PPI panel 22

Display Technology Trend in VR Samsung High speed HDR panel (Peak Brightness = 1000 nit) 23

Display Technology Trend in VR LG HDR Curved 8K / UHD 24

Display Technology Trend in VR BOE 1900 PPI panel 8K Picture Foldable 25

Display Technology Trend in VR Japan display Aerial display Fast response panel 26

Display Technology Trend in VR 3M Screen-door-effect reduction in virtual reality headsets 27

Display Technology Trend in VR Display measurement system Near-eye display measurement 28

Display Technology Trend in VR Display measurement system Near-eye display measurement 29

Display Technology Trend in VR Display measurement system Perceptual resolution measurement 30

Conclusion We have to measure and reduce the motion-to-photon latency The latency measurement system is required for quantitative numerical calculations Finally, the latency compensation technique is required to reduce the motion sickness Considerations in Displays We have to use the high PPI display, but consider HW resources to render the output image In order to reduce the chromatic aberration, we have to use the pre-correction technique 31