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Published byJosephine Stanley Modified over 9 years ago
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Immersive Rendering
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General Idea ► Head pose determines eye position Why not track the eyes? ► Eye position determines perspective point ► Eye properties determine what part of the real world can be seen ► Screen determines how the virtual world can be seen Screen is a window into the virtual world
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Virtual World Head Pose Eye Position Eye Properties Display Pose Head-Eye-Screen-World Relationships
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Depth effects ► Most displays are 2D (pixels) ► Yet we want to show a 3D world! ► How can we do this? We can include ‘cues’ in the image that give our brain 3D information about the scene These cues are visual depth cues
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Visual Depth Cues ► Cues about the 3 rd dimension – total of 10 ► Monoscopic Depth Cues (single 2D image) [6] ► Stereoscopic Depth Cues (two 2D images) [1] ► Motion Depth Cues (series of 2D images) [1] ► Physiological Depth Cues (body cues) [2]
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Monoscopic Depth Cues ► Interposition An occluding object is closer ► Shading Shape and shadows ► Size The larger object is closer ► Linear Perspective Parallel lines converge at a single point Higher the object is (vertically), the further it is ► Surface Texture Gradient More detail for closer objects ► Atmospheric effects Further away objects are blurrier and dimmer ► Images from http://ccrs.nrcan.gc.ca/resource/tutor/stereo/chap2/chapter2_5_e.php
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Physiological Depth Cues ► Accommodation – focusing adjustment made by the eye to change the shape of the lens. (up to 3 m) ► Convergence – movement of the eyes to bring in the an object into the same location on the retina of each eye.
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Stereoscopic Depth Cue ► Stereopsis ► Stereoscopic Display Technology ► Computing Stereoscopic Images ► Stereoscopic Display and HTDs. ► Works for objects < 5m. Why?
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Stereopsis The result of the two slightly different views of the world that our laterally-displaced eyes receive.
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Screen Parallax P left – Point P projected screen location as seen by left eye P right – Point P projected screen location as seen by right eye Screen parallax - distance between P left and P right P Left eye position Right eye position P left P right P left P Display Screen Object with positive parallax Object with negative parallax
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How to create correct left- and right-eye views ► What do you need to specify for most rendering engines? Eyepoint Look-at Point Field-of-View or location of Projection Plane View Up Direction P Left eye position Right eye position P left P right P left P Display Screen Object with positive parallax Object with negative parallax
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Basic Perspective Projection Set Up from Viewing Paramenters Y Z X Projection Plane is orthogonal to one of the major axes (usually Z). That axis is along the vector defined by the eyepoint and the look-at point.
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What doesn’t usuallywork Each view has a different projection plane Each view will be presented (usually) on the same plane
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What Does Work ii
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What if you don’t have 2 displays? Look at point Eye Locations Look at point Eye Locations No Yes
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Asymmetric Camera Frustum Images from: http://local.wasp.uwa.edu.au/~pbourke/miscellaneo us/stereographics/stereorender/
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Cue Mismatch: Accommodation/ Convergence Display Screen
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Position Dependence (without head-tracking)
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Interocular Dependance F Modeled Point Perceived Point Projection Plane True Eyes Modeled Eyes
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Two View Points with Head-Tracking Projection Plane Modeled Point Perceived Points Modeled Eyes True Eyes
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Stereoscopic Display ► Stereoscopic images are easy to do badly, hard to do well, and impossible to do correctly.
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Stereoscopic Displays ► Stereoscopic display systems presents each eye with a slightly different view of a scene. Time-parallel – 2 images same time Time-multiplexed – 2 images one right after another
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Time Parallel Stereoscopic Display Two Screens ► Each eye sees a different screen ► Optical system directs correct view ► HMD stereo Single Screen ► Two different images projected ► Images are colored or polarized “differently” ► User wears glasses to filter out L image for L eye and R image for R eye
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Passive Polarized Projection ► Linear Polarization Ghosting increases when you tilt head Reduces brightness of image by about ½ Potential Problems with Multiple Screens ► Circular Polarization Reduces ghosting Reduces brightness Reduces crispness
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Problem with Polarization Technology for Multiple Screens ► With linear polarization, the separation of the left and right eye images is dependent on the orientation of the glasses with respect to the projected image. ► The floor image cannot be aligned with both the side screens and the front screens at the same time. ► Solution?
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Time Multiplexed Display ► Left and right-eye views of an image are computed ► Alternately displayed on the screen ► A shuttering system occludes the right eye when the left-eye image is being displayed
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Shutter Glasses
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Ghosting ► Some of L image is visible to R eye and vice versa ► Not a problem for HMDs, why? ► About equal problem for polarized and shuttered glasses ► Pixel persistence ► Vertical screen position of the image.
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Other stereo limiting factors ► Right and left-eye images do not match in color, size, vertical alignment. ► Distortion caused by the optical system ► Resolution ► HMDs interocular settings ► Computational model does not match viewing geometry.
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Summary ► Monoscopic – Interposition is strongest. ► Stereopsis is very strong. ► Relative Motion is also very strong (or stronger). ► Physiological is weakest (we don’t even use them in VR!)
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Stereo Capable HMDs ► Each has some way to send two independent signals Usually dependent on both graphics card and API ► Lab has 4 different HMDs each with different requirements to produce stereo ► Head Tracking is a separate concept
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Emagin Z800 ► Must use machine with Geforce 7900 GPU (on back wall) to get quality stereo ► NVIDIA API (old version) to set convergence and separation ► Must be 800x600x60hz ► Controlled Internally LRLRLRLRLRLRLR ► Best resolution, best color, best head-tracking, best comfort, worst hardware requirement
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Vuzix VR920 ► Use their API ► Must hack Ogre or use OpenGL or DirectX directly ► 640x480, frame interleaved LRLRLRLRLRLRLRLR…. ► Very uncomfortable, bad FOV, but internal head tracking
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Vuzix Wrap 920 ► Use Internal API (like VR920) ► Use side-by-side stereo (two viewports) settings in control box ► 640x480, two 320x480 viewports ► Coolest looking, worst FOV
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VR Research V6 ► Dual Input (L and R connections) Must have two outputs on graphics card ► 1280x480 in horizontal span window mode Two 640x480 viewports side by side ► 2 640x480 fullscreen windows ► Best FOV (60 degrees)
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Other stereo options ► 2 Viewsonic projectors and Asus 3D monitor 1024x768x120hz frame interleaved Use new NVIDIA Api (convergence and separation) or Use QuadBuffered OpenGL (or hacked ogre) Must use newer NVIDIA (desktop) GPU or hacked laptop driver Use NVIDIA 3D Vision Shutter glasses
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Anaglyph Stereo ► Red Cyan glasses ► Render scene twice First pass – Left - Convert to grayscale then to Red (R channel) Second pass – Right - Convert to grayscale then to Cyan (BG channels) ► Worst effect ► Easiest to deploy
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