3D Tiled Display Walls Jürgen P. Schulze, Ph.D. University of California San Diego IEEE eScience Tiled Display Workshop, Dec 7, 2010 1.

Slides:



Advertisements
Similar presentations
Calit2's UCSD Building – A "Living Laboratory" For The Future
Advertisements

Introduction to the UCSD Division of Calit2" Calit2 Tour NextMed / MMVR20 UC San Diego February 20, 2013 Dr. Larry Smarr Director, California.
Electronic visualization laboratory, university of illinois at chicago Camera Based Automatic Calibration for the Varrier™ System Jinghua Ge, Dan Sandin,
Introduction to Raster scan display C A E D C Computer Aided Engineering Design Centre.
The Fundamentals of Stereoscopic 3D (S3D) Display Technologies for Virtual Reality, Film, and Video Games Mark Newburn Vizics Inc.
Multimedia Specification Design and Production 2012 / Semester 1 / week 6 Lecturer: Dr. Nikos Gazepidis
Teaching and Learning with Technology  Allyn and Bacon 2002 Digital Technologies in the Classroom Chapter 4 Teaching and Learning with Technology.
1 An Interactive Autostereoscopic Display Using a Holographic Optical Element Jonny Gustafsson, Christoffer Lindfors, Lars Mattsson, Torsten Kjellberg.
Real-Time Geometric and Color Calibration for Multi-Projector Displays Christopher Larson, Aditi Majumder Large-Area High Resolution Displays Motivation.
What’s on page 13-25? Tom Butkiewicz. Refresh Rates Flicker from shutter systems Halve refresh rates 2 eyed 120Hz != 1 eyed 60Hz Phosphors 2 Polarized.
Theoretical Foundations of Multimedia Chapter 3 Virtual Reality Devices Non interactive Slow image update rate Simple image Nonengaging content and presentation.
Tele-Immersion Summer What is Tele-Immersion Networked Virtual Reality High Speed Network: Internet 2 Virtual Reality computer generated, interactive,
Parallel Rendering Ed Angel
HIPerSpace The Highly Interactive Parallelized Display Space.
11/21/02Visualization Laboratory, Texas A&M University1 Next Generation Spatially Immersive Visualization Systems Prof. Frederic I. Parke Visualization.
Three-Dimensional Concepts
Ch 1 Intro to Graphics page 1CS 367 First Day Agenda Best course you have ever had (survey) Info Cards Name, , Nickname C / C++ experience, EOS experience.
3D Displays 13 May 2010 Metropolia University of Applied Sciences Lauri Virkki Display technologies seminar.
User Experience By Melanie Crouch 3D STEREOSCOPY.
Copyright © Texas Education Agency, All rights reserved.1 Introduction to Digital Cameras Principles of Information Technology.
2.03B Common Types and Interface Devices and Systems of Virtual Reality 2.03 Explore virtual reality.
Head-Tracked Displays (HTDs) Sherman and Craig, pp
Visualization Technology Basic Masaki Hayashi Nov.12, 2013 Visualization of 3D CG.
Unit 30 P1 – Hardware & Software Required For Use In Digital Graphics
UCSD Center for Hybrid Multicore Productivity Research.
Output Thomas W. Davis. What is Output? Output it data that has been processed into a useful form Output includes: Monitors Printers Speakers Etc.
CAP4730: Computational Structures in Computer Graphics 3D Concepts.
NSTX Collaborative Control Room 9/15/2003 E. Feibush, S. Kaye, S. Klasky, I. Zatz A. Finklestein, K. Li, G. Wallace.
An Investigation into Immersive Visualization Vanessa Gertman.
Designing 3D Interfaces Examples of 3D interfaces Pros and cons of 3D interfaces Overview of 3D software and hardware Four key design issues: system performance,
Digital Technologies in the Classroom Chapter 4 Teaching and Learning with Technology.
Presenter: Pia Maffei Autostereoscopy and Film Pre-Viz and Promotion.
Developing a North American Global LambdaGrid Dr. Larry Smarr Director, California Institute for Telecommunications and Information Technology Harry E.
Research into efficient rendering of large data sets By Rachel Chu and Daniel Tenedorio.
Collaborative Visualization Environments Edward J. Wegman Center for Computational Statistics George Mason University.
Chapter 8 Augmented reality and computer supported cooperative work 1.
Presentation Overview
CSE 494/598 Intro to Applied Computer Graphics Anshuman Razdan DCST AR's Web Page AR's Web Page
“Metagenomics Over Lambdas: Update on the CAMERA Project" Invited Talk 6 th Annual ON*VECTOR International Photonics Workshop UCSD February 27,
The Imaging & Displays Research Group Dr Ian Sexton, Group Leader
Specialized Input and Output. Inputting Sound ● The microphone is the most basic device for inputting sounds into a computer ● Microphones capture sounds.
Tele Immersion. What is Tele Immersion? Tele-immersion is a technology to be implemented with Internet2 that will enable users in different geographic.
University of Illinois at Chicago The Varrier ™ Autostereoscopic VR Display An OptIPuter Display System Daniel Sandin, Todd Margolis, Tom Peterka Javier.
Technology Futures 電機所碩一 R 邱國權 2005/6/1. Outline Visual Displays Visual Displays Sharp Corporation's TFT 3D LCD Audio Displays Audio Displays.
2.03 Explore virtual reality design and use.
MegaPixel Madness: technologies for ultra-high resolution display systems Kevin Ponto October 2009.
Spatiotemporal Information Processing No.3 3 components of Virtual Reality-2 Display System Kazuhiko HAMAMOTO Dept. of Information Media Technology, School.
VIRTUAL REALITY PRESENTED BY, JANSIRANI.T, NIRMALA.S, II-ECE.
Workshop: Using Large, High-Resolution Displays for Information Visualization IEEE InfoVis 2005.
The OptIPuter Project Tom DeFanti, Jason Leigh, Maxine Brown, Tom Moher, Oliver Yu, Bob Grossman, Luc Renambot Electronic Visualization Laboratory, Department.
Immersive Rendering. General Idea ► Head pose determines eye position  Why not track the eyes? ► Eye position determines perspective point ► Eye properties.
Graphics II “3D” Graphics Cameron Miller INFO410 & INFO350 S INFORMATION SCIENCE Visual Computing.
TELE IMMERSION AMAN BABBER
Scientific Visualization Facilities The Digital Worlds Institute Andy Quay Associate Director Digital Worlds Institute University of Florida.
“ OptIPuter Year Five: From Research to Adoption " OptIPuter All Hands Meeting La Jolla, CA January 22, 2007 Dr. Larry Smarr Director, California.
Anaglyph overview stereoscopic viewing technology.
HOW SCANNERS WORK A scanner is a device that uses a light source to electronically convert an image into binary data (0s and 1s). This binary data can.
Visualization Technology Basic Masaki Hayashi Nov.10, 2015 Visualization with 3D CG.
AUDIO VIDEO SYSTEMS Prepared By :- KISHAN DOSHI ( ) PARAS BHRAMBHATT ( ) VAIBHAV SINGH THAKURALE ( )
Instructor: Dr. Shereen Aly Taie 1.  Broad introduction to Computer Graphics ◦ Software ◦ Hardware ◦ Applications  CAD برامج التصميم 2.
MegaPixel Madness: technologies for ultra-high resolution display systems Kevin Ponto October 2009.
Optical Design, Fabrication and Measurement Associate Professor: Yi-Pai Huang Department of Photonics and Display Institute 2010/02/25.
Advanced Science and Technology Letters Vol.46 (Games and Graphics 2014), pp On Study of the Volumetric.
Using Virtual Reality for the Visualization of Developing Tissues J.P. Schulze 2, L.D. Soares 1, J. Weaver 1, A.S. Forsberg 2, S.M. Shim 2, K.A. Wharton.
P2 Understand hardware technologies for game platforms
Stereoscopic LCD Video Wall Solution
Using Virtual Reality to Monitor the GreenLight Instrument
Lecture 15: Guest Lecture Professor Gordon Wetzstein
Nov. 11, Visualization with 3D CG
The OptIPortal, a Scalable Visualization, Storage, and Computing Termination Device for High Bandwidth Campus Bridging Presentation by Larry Smarr to.
Presentation transcript:

3D Tiled Display Walls Jürgen P. Schulze, Ph.D. University of California San Diego IEEE eScience Tiled Display Workshop, Dec 7,

UCSD  Founded 1960  Jacobs School of Engineering ranks 9th internationally, according to the 2009 Academic Rankings of World Universities by Subject Field conducted by Shanghai Jiao Tong University in China 2

UC San Diego California Institute for Telecommunications and Information Technology (Calit2)  New Laboratory Facilities  Nanotech, Chips, Radio, Photonics, Grid, Data, Applications  Virtual Reality, Digital Cinema, HDTV, Synthesis  Over 1000 Researchers in Two Buildings  Linked via Dedicated Optical Networks  International Conferences and Testbeds UC Irvine Mission: Preparing for an world in which distance has been eliminated 3

Bio  M.Sc. from University of Massachusetts, Dartmouth (1998)  Ph.D. from University of Stuttgart, Germany (2003)  Post-Doc at Brown University, Providence ( )  UCSD/Calit2 (since 2005)  Assistant Research Scientist at Calit2  Lecturer in Department of Computer Science  Working with Dr. Tom DeFanti  Research Interests:  Computer graphics  Scientific visualization  Parallel graphics  3D human-computer interaction  Digital cinema 4

Immersive Visualization Lab (IVL)  3 staff programmers  2 PhD students  ~5-10 undergraduate students  Research focus on virtual reality (VR) applications

Overview  Display Walls  Traditional:  HiPerSpace  StarCAVE  Next Generation:  Varrier  REVE  NexCAVE  Discussion 6

Calit2’s 287 Megapixel HiPerSpace Tiled Display (70 30" displays) 7

StarCAVE 8  15 panels + floor  34 HD projectors, 1920x1080 pixels  4-camera optical tracking  18 Linux PCs with Nvidia Quadro 5600  10 Gbit/s network

Autostereoscopic Technology  Light sent separately to each eye from a monitor  No 3D glasses required  Tracked (dynamic) vs. non-tracked (static, sweet spot)  Approaches:  Lenticular screen  Barrier masked screen Barrier mask Lenticular screen 9

The Varrier Wall 10  12 x 5 array of autostereoscopic displays  16 Linux PCs with dual Nvidia GeForce 7900 graphics cards  1600 x 1200 pixels per display  2 camera ART tracking system  Similar system at UIC/EVL

Rapidly Expandable Virtual Environment (REVE) 11  2x3 Alioscopy 24” display wall  3 rendering PCs  6 camera NaturalPoint OptiTrack tracking system

REVE Wall at KAUST  6x3 array of Alioscopy 42” displays 12

Pixel Focus on Each Display  The off-axis focus of individual lenticules (left) causes all sub-pixels of each channel to converge to a common area on the plane of focus (right). 13

View Alignment on Tiled Wall  The tiling of lenticular displays is achieved by shifting the primary lobes of all displays (left) into alignment at the plane of focus (right) 14

User’s View  The repeating channel array, with solid colors projected onto a user and a white card at the plane of focus 15

Viewing Positions  Four users in different basic positions in front of a display at the plane of focus:  A) Normal viewing  B) Between channels  C) On the repeat boundary  D) Normal viewing on the repeat 16

Autostereo With Tracking  The four experimental tracking cases. The head shows the position of the actively-tracked user  0) Untracked: traditional viewing mode  1) Perspective tracking: perspective is updated based on head- tracking, but no change is made to the direction in which channels are projected; exaggerated perspective  2) Channel tracking: channels move with viewer position; perspective snap back on updates  3) Channel reassignment 17

NexCAVE at Calit2  10 42” JVC Xpol displays  Standard LCD panels with polarizing filter on top  1920x1080 pixels per screen  5 rendering PCs: Dell XPS 710  Nvidia GeForce 480 graphics  2 camera ART TrackPack system 18

NexCAVE at KAUST NexCAVE at KAUST: 21 JVC Xpol displays OptiTrack tracking system Meyer sound system 19

Source: NHK Media Technology, Inc. Tiled Micropolarized (Xpol) 3D JVC Panels 20

NexCAVE Rendering 21  Draw left eye image as usual  Create and enable stencil buffer with even scan lines transparent  Draw right eye image  Done: swap buffers

NexCAVE 22 Pros:  Bright image  High contrast: 300:1 (vs. 30:1 in StarCAVE)  Head-tracked user is always in sweet spot Cons:  3D glasses required  JVC displays have wide bezels, especially at bottom  Overlapping helps reduce impact of bezels  In 3D, negative effect of staggered displays is less pronounced because both eyes rarely look at a bezel at the same time

Autostereo Walls 23 Pros:  No 3D glasses required  Bright displays (lenticular technology)  8 Views allow “looking around” Cons:  Viewer has to be in sweet spot  Very limited depth range (+/- 2 foot)  Moire patterns  Reduced usable resolution (compared to native res.)  Hard to display text  Reduced image quality in mono mode

More Information  Publications:  T.A. DeFanti, D. Acevedo, R.A. Ainsworth, M.D. Brown, S. Cutchin, G. Dawe, K.-U. Doerr, A. Johnson, C. Knox, R. Kooima, F. Kuester, J. Leigh, L. Long, P. Otto, V. Petrovic, K. Ponto, A. Prudhomme, R. Rao, L. Renambot, D.J. Sandin, J.P. Schulze, L. Smarr, M. Srinivasan, P. Weber, G. Wickham: “The Future of the CAVE”, Central European Journal of Engineering, 1(1), 2011, ISSN  R. Kooima, A. Prudhomme, J. Schulze, D. Sandin, T. DeFanti: “A Multi-Viewer Tiled Autostereoscopic Virtual Reality Display”, To appear in the Proceedings of the 17th ACM Symposium on Virtual Reality, Software and Technology, Hong Kong, China, Nov 22-24, 2010  Contact:    24