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3D Tiled Display Walls Jürgen P. Schulze, Ph.D. University of California San Diego IEEE eScience Tiled Display Workshop, Dec 7, 2010 1
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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
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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
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Bio M.Sc. from University of Massachusetts, Dartmouth (1998) Ph.D. from University of Stuttgart, Germany (2003) Post-Doc at Brown University, Providence (2003-2005) 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
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Immersive Visualization Lab (IVL) 3 staff programmers 2 PhD students ~5-10 undergraduate students Research focus on virtual reality (VR) applications
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Overview Display Walls Traditional: HiPerSpace StarCAVE Next Generation: Varrier REVE NexCAVE Discussion 6
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Calit2’s 287 Megapixel HiPerSpace Tiled Display (70 30" displays) 7
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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
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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
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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
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Rapidly Expandable Virtual Environment (REVE) 11 2x3 Alioscopy 24” display wall 3 rendering PCs 6 camera NaturalPoint OptiTrack tracking system
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REVE Wall at KAUST 6x3 array of Alioscopy 42” displays 12
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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
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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
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User’s View The repeating channel array, with solid colors projected onto a user and a white card at the plane of focus 15
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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
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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
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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
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NexCAVE at KAUST NexCAVE at KAUST: 21 JVC Xpol displays OptiTrack tracking system Meyer sound system 19
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Source: NHK Media Technology, Inc. Tiled Micropolarized (Xpol) 3D JVC Panels 20
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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
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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
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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
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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 1896-1541 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: http://www.calit2.net/~jschulze/ http://ivl.calit2.net/wiki/ E-mail: jschulze@ucsd.edu 24
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