First meeting to determine whether an AR/VR standards meeting makes sense, and if so… what is the scope, where is the home, and how do we proceed.

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Presentation transcript:

First meeting to determine whether an AR/VR standards meeting makes sense, and if so… what is the scope, where is the home, and how do we proceed.

Standards Committee Standards help to remove technical barriers to trade, leading to new markets and economic growth for the industry Technology Development, Design Supply Chain Product (Consumer adoption) "When you have common interfaces and common protocols, everyone can innovate and interoperate. Companies can build their businesses, consumers can expand their choices, technology moves forward faster, and users get more benefit...“ “People often take the view that standardization is the enemy of creativity. But I think that standards help make creativity possible—by allowing for the establishment of an infrastructure, which then leads to enormous entrepreneurialism, creativity, and competitiveness.” Vint Cerf, TCP/IP co-developer Baseline – why have a standards group.

How devices are currently compared in the industry (this is from Lux research). The definitions of terms such as FOV are not clear. Comparisons are therefore not really clear either.

Lux research ranking table Is it this simple? Is a FOV of 150 better than FOV of 95 if the image is poor?

Just the summary from Lux Just the summary from Lux. Nice data to look at for those of us who are familiar with the products, but oversimplification for anyone who really wants to see which products are “best in class” vs. “Likely losers”.

Devices Requires Display Resolution Refresh Rate Field of View Tracking Rotational Tracking Positional Tracking Update Rate Latency ANTVR PC Xbox One PlayStation 4 Smartphone Aspherical lens 1920 x 1080 100° diagonal 3DOF Gyroscope Magnetometer Accelerometer Daydream View Daydream Ready Phones 5 / 5.5 inch AMOLED (Pixel / Pixel XL) 1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL) 60 Hz Low-persistence 90° (nominal) Accelerator Gyrometer Proximity None Rotational: 1000 Hz High accuracy Motion to Photon: Less than 20 ms FOVE PC 5.8 inch low persistence OLED 2560 x 1440 60 - 90 Hz 100° Eye Tracking IMU Their own system Eye Tracking: 120 FPS Google Cardboard Smartphone Depends on the smartphone IMUs in Smartphone HTC Vive Dual Panel 2160 x 1200 (1080 x 1200 per eye) 90 Hz 110° (diagonal) 6DOF Gyroscope Accelerometer Laser Position Sensor Base Stations Rotational: 1000Hz Positional: 60Hz ?? Impression Pi Depends on smartphone 6 DOF IMU Board IMU Board Infared Cameras? IR Projector? LG 360 VR LG G5 1.88" IPS LCD x 2 EA 920 x 720 per Eye 639 ppi Real RGB 960x720 pixels at 693ppi (per eye) OSVR HDK1 5.5 inch LCD (1.0) 5.5 inch low-persistence OLED (1.1 - 1.3) 1920 x 1080 960 x 1080 per eye 60 Hz (1.0 - 1.2) 120 Hz (1.3) 100° (nominal) 90° (H and V) 3DOF 6DOF Gyroscope Accelerometer Magnetometer IR-LED faceplate and External Infrared Camera Positional: 100 Hz Rotational: 400Hz Oculus Rift DK2 5.7 inch OLED (PenTile) 75 Hz 72 Hz 60 Hz 100° (nominal) Separate Camera Near Infrared CMOS Sensor Rotational: 1000 Hz Positional: 60 Hz ~30 ms PlayStation VR PlayStation 4 5.7 inch OLED 120 Hz 90 Hz Accelerometer Gyroscope PlayStation Camera ? Less than 18ms Samsung Gear VR All Samsung Smartphones 2015 and newer 5.7 / 5.1 inch Super AMOLED (RGBG PenTile) 2560 x 1440 1280 x 1440 per eye 96° (nominal) StarVR Dual 5.5" LCD Quad HD Displays 5120 x 1440 (2560 x 1440 per eye) 210° (horizontal) 130° (vertical) External optical sensor with fiducial markers Another report that compares various products (don’t recall the source)

Current Standards efforts for AR/VR Identify Initial scope AR/VR You are here. Intro Meeting Current Standards efforts for AR/VR Identify Initial scope AR/VR Optics? Display? Content? Opthalmic? Find Standards Home(s) SPIE (OEOSC) Optical Components and Systems SID Display ISO IEEE Communications The Vision Council Opthalmic Industry Participants Companies Individuals who want to be in the Working Group What do we want to do in the standards committee? Where shall it be Who should participate?

Augmented Reality, Virtual Reality Field of View (Vertical, Horizontal …….. Vignetting Resolution Contrast Distortion Magnification Chromatic aberrations Light Leakage Optical Defects Focus Latency Smear Judder Eye tracking? Roll-off Birefringence Glare Architecture Eye Optics Display Real World (AR) Hardware (tracking, motion, etc.) Software How far do we want to go? Optics or the complete system? Where do we start so we don’t make it too complex from the get-go?

FOV Monocular FOV describes the field of view for one of our eyes. For a healthy eye, the horizontal monocular FOV is between 170°-175° and consists of the angle from the pupil towards the nose, the nasal FOV which is usually 60°-65° and is smaller for people with bigger noses, and the view from our pupil toward the side of our head, the temporal FOV, which is wider, usually 100°-110°. As an example, what does FOV mean? Here is one definition.

Field of View w Central Fixation Monocular FOV : nasal : 60°-65° temporal : 100-110° upward : 60° downward : 70-75° horizontal : 170°-175° vertical : 135° Binocular FOV : horizontal : 200-220° stereoscopic : 114° Humans have an almost 180-degree forward-facing horizontal field of view. The vertical range of the field of view in humans is typically around 135 degrees However, FOV isn’t really just one number. Furthermore, perhaps the definitions should relate to the eye, and not be seen as independent to the eye. Can a system have a greater FOV than an eye? Monocular FOV describes the field of view for one of our eyes. For a healthy eye, the horizontal monocular FOV is between 170°-175° and consists of the angle from the pupil towards the nose, the nasal FOV which is usually 60°-65° and is smaller for people with bigger noses, and the view from our pupil toward the side of our head, the temporal FOV, which is wider, usually 100°-110°. https://vrwiki.wikispaces.com/Field+of+view

Human Field of View https://vrwiki.wikispaces.com/Field+of+view Does FOV include various segments for resolution, or for color? Does resolution need to be uniform or can it be lower in areas where human eye resolution is lower? https://vrwiki.wikispaces.com/Field+of+view https://vr-lens-lab.com/field-of-view-for-virtual-reality-headsets/

Visual Acuity (Human Eye Tests) Field of View Astigmatism Distortion Contrast Just some thoughts on next slides Maybe we need to base some of the system definitions off of human eye tests? What’s the best a human eye can resolve in various AR/VR systems as compared to natural vision?

Contrast Color Hue Resolution Pelli-Robson Contrast Sensitivity Chart Here’s some human eye tests. It would be interesting to integrate these into some of the test methodologies Resolution Pelli-Robson Contrast Sensitivity Chart

Maybe at some point we can have an app that allows users to test their “VR-sight” or “AR-sight”

ANSI/OEOSC OP – Optics and Electro-Optical Instruments Participants: 65 Voting Members: 43 Observing Members: 7 Alternates: 15 Scope Standardization of terminology, requirements, interfaces and test methods in the field of optics. This includes complete systems, devices, instruments, optical components, auxiliary devices and accessories, as well as materials. Excluded: Standardization for specific items in the field of cinematography (SMPTE), photographic apparatus (ANSI/NAPM IT3), ophthalmic lenses (ANSI/Z80), eye protectors (ASTM), micrographics (ANSI/AIIM C23), fiber optics for telecommunication (ANSI/EIA/TIA FO-6.3) and electrical safety of optical elements. The current standards committee. Do we fit here? Or SID? Or both?

Recommendations from this room. Intro Meeting Identify Initial scope AR and VR? One or More committees? What part of the architecture? Standards Home(s) Industry Participants Recruiting/Informing ID Individuals for the Working Group (Qualifications?) What’s next?