Beruflich Dokumente
Kultur Dokumente
Physically-Based Simulation
VR Displays,
Stereo Rendering,
Display Issues
G. Zachmann
University of Bremen, Germany
cgvr.cs.uni-bremen.de
Depth Cues
§ A.k.a. accomodation
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§ Stereo blindness: ~10% of general population
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§ Convergence causes disparity δ between corresponding points
on the retinas:
= 2 1 = ↵ Horopter
+
d1
-
a g
+
-
d2
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The Shape of the Horopter
mm
Fronto-Parallel Plane"
method:
§ Subject is asked to
mm
arrange a series of
objects so that there
appears to be no
depth difference
cm
between them
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Panum's Fusional Area
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Limitation of Human Stereopsis
3D
2D 2D
Human
Bunny
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The History of Stereo Images
§ 1950-ies:
■ Today
(demo):
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How to Project Stereo With Only One Display Surface?
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§ Kinds of polarization:
1. Linear polarization:
- Any direction perpendicular
to direction of travel of light
2. Circular polarization:
- Left-handed / right-handed polarization
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Demo
http://www.colorado.edu/physics/2000/applets/polarization.html
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"Color Multiplexing"
§ Simple version: Anaglyph stereo (red-green stereo)
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Phoenix Mars Lander
G. Zachmann , http://www1.nasa.gov/mission_pages/phoenix/main/index.html
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Creating Anaglyph Images
§ Monochrome images:
§ Render left & right images
§ Convert to grayscale ⟶ L, R
§ Merge into red & cyan anaglyph image I(r,g,b) by assigning
I(r ) = L , I(g , b) = R
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Multiplexing by Wavelength (Infitec)
Left
Right
§ Tricky part: color fidelity
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Improvement: Utilize Color Metamerism
By way of metamerism,
460 nm 440 480 the same "color" of 460 nm light
can be created by shining light
≈ consisting of 440 and 480 nm
into the eye
λ λ
≈
λ λ
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Autostereogram (Single Image Stereogram)
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Curiosity: Stereoscopic Effect Based on the Pulfrich-Effect
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http://www.youtube.com/watch?v=1mnWI_u_zBg
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Immersive Displays
§ Some 3D capabilities
§ Disadvantages:
§ Small Field-of-View (FoV)
§ Very little immersion
§ Very limited working volume
§ "Stereo frame violation" is very
common zSpace
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§ Interesting things you
can do with a simple
monitor: the "Reach-in
idea"
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§ The problem with a small FoV: there is practically no immersion!
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Head-Mounted Diplays (HMD)
Around 1992
§ HMDs using LCDs or OLEDs
§ Weight:
- Small FoV → lightweight; large FoV → heavy
§ Advantages:
§ Kind of a "surround display" Virtual Research
Around 1984
§ Almost no special requirements on the
working environment
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Other Models (as of 2017)
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Disadvantages of HMDs
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The Field-of-View Problem of HMDs
Monocular Binocular
Human
Fied of View
60o 120o
Common HMDs
200o
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The Resolution Problem of HMDs
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HMD with Eye Tracking
§ Potentials:
§ "Foveated rendering"
- Requires end-to-end latency of < 10 ms
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My Vision
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Head Coupled Displays (HCD) – Out-Dated
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Large-Screen Projection Walls (Powerwalls)
© Immersion
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§ "HeyeWall" (Darmstadt):
§ 24 tiles, 48 PCs
§ Total resolution: 18 Mio
pixels (6144 x 3072) in
stereo
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Example Application: Virtual Conference Room
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Workbench, L-Shape, Holobench, etc.
Workbench Holobench
Principle of the
Tilting workbench workbench
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Cave
3-wall cave
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5-wall cave, FhG-IGD, Darmstadt
6-wall cave, Alborg, DK
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5-sided CAVE at University RWTH Aachen
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Disney Imagineering's DISH
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RealityDeck - Immersive Giga-Pixel Display
http://www.cs.stonybrook.edu/~realitydeck/
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Curved Screens
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§ Usually, with wall-sized screens (curved or not), some kind of
edge blending and color correction between projectors is
necessary
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Curved Screen made out of 3D-TVs
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Personal Domes
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§ A modern "Sensorama":
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Advantages and Disadvantages of IPTs
§ Advantages:
§ Large resolution
§ Large field-of-view
§ "Non-invasive"
§ No isolation of the real world
§ (Can accomodate several users)
§ Cave: turning the head results in small changes of the images
à problem of latency is reduced / not so prominent
§ Disadvantages:
§ Size
§ Price (lots of projectors, lots of graphics cards)
§ Precision, calibration
§ Potentially stereoscopic violation
§ Correct view only for one viewer (unless a massive amount of hardware is used)
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Retinal Displays
§ Idea:
§ Use the human retina as the display
surface (all images from the outer world
end up there anyway)
§ Use a laser to write the image by scanlines
into the eye
§ Advantages:
§ Can be miniaturized (potentially)
§ High contrasts, high brightness
§ Good for see-through displays, bad for VR
§ Small power consumption
Video Drive
Source Electronics
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Design study
Retinal display
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Holographic / Volumetric / POV Displays
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Unconventional Displays and Display Surfaces
FogScreen
within the air flow
§ DisplAir: dry fog
DisplAir
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§ The "Janus" display of KAIST, Korea:
§ Utilizes persistence of vision
§ See-through display with touch interaction for collaboration
§ Each person on either side gets their own, possibly different image
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§ "Everywhere displays":
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Recap: Perspective Projection in OpenGL
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Stereoscopic Projection
"Glass pane"
l
§ Parallax on the screen
+
→ disparity in the eyes r
r
-
l
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Parallax Not Well Done
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Correct Stereoscopic Projection
Eye separation
(a.k.a. interpupilary distance, IPD)
Cyclop's eye
Projection Planes
(near frustum planes)
Zero parallax plane (ZPP)
("horopter", a.k.a. "fusion distance")
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§ Thought experiment: imagine a single line emanating from 1m in
front of you, away from you to infinity
§ What stereo image do you get?
§ What happens, if the IPD increases?
§ What happens, if you move the ZPP closer or further away?
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Hypo- and Hyper-Stereo
§ Hyper-Stereo: Interaxial
Hypo Stereo: > IPD Shrink
Audience ⟶
gigantismInter-Axial
effect set to less than Human I.O.
Hyper Stereo: Audience Giantism
§ Can makeInter-Axial
sense set fortomacro/micro scenes
more than Human I.O.
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Problems with Stereo Rendering: Depth Aliasing
Stereoscopic
2
voxel
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Convergence-Focus Conflict
Vergence distance
Focal distance
Focal distance
§ Effect: in a Cave or Powerwall, near objects appear more distant
than they are
Watt, Akeley, Ernst, Banks: "Focus cues affect perceived depth", J. of Vision, 2005]
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§ This problem is potentially aggravated in projection-based AR,
even if geometric correction by eye tracking is done
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Stereo is (Usually) a "One Man Show"
Projection surface
§ One problem: images (e.g., on a powerwall) shift and move for
the un-tracked user when the tracked user moves
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Further Problematic Case: the Cave
User's eye is different from virtual camera User's eye matches virtual camera perfectly
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Stereo Violation
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Too Much Parallax
Eyes
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… then you decide to run your application on a BIG display!
Same can
happen if you
sit too close in
a 3D movie
Eyes
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Guidelines for Stereo Rendering
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The Model of a User's Head for Precise Viewpoint Tracking
Me = viewpoint transformation
Ms = current sensor reading, relative to ist zero calibration
Mrs = transform. from head'srotational center to sensor
Mer = transform. from "cyclop's eye" to head'srotational center
Tl |Tr = translation to left/right eye
y
Mle
Ms
Sensor Tl
Tr
Cyclop's eye
Mrs
Mer
-z
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Coherent Virtual Workspaces
Image's perspective is correct for the user
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Benefit of Correct Projection for All Users
§ Consequence: direct
communication (including
pointing!) in co-located
collaborative virtual
environment is possible
§ Note: 80% of all human
communication is non-verbal
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Solution: Correct (Stereo) Projection for Multiple Users
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Spatial Multiplexing
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Stereo for 6 UsersOptional [2011]
t (ms)
Host
PC Warning: in the real world,
there are no such
projectors available!
PCIe
(capable of 360 Hz inputs)
Quadro Plex
GFX Card
GFX Card
GFX Card
Genlock
Quadro Plex
GFX Card
GFX Card
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§ Timing:
User 1 User 2 User 3 User 4 User 5 User 6
Left
Right
360 Hz (Projector)
60 Hz (Renderer)
§ Demo
application:
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Optional
Previous Work on Co-Located Collaborative VEs
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Optional
Related to Workspace Awareness of CSCW
§ Factors / questions:
§ Who is participating / interacting? (People)
§ What are they doing ? What will they be doing next? (Actions / Intentions)
§ What can they see? Where can they have effects? (Perception / Influence)
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Optional
An Interaction Issue with Correct Multi-User-Pojection
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Automultiscopic Display
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§ Special screen sends images from projectors only in one direction
with a very small scattering angle (1o)
216 projectors
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Challenges
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§ Advantage: unlimited number of viewers
§ Disadvantages:
§ Expensive (lots of projectors), and needs lots of space
§ Does not work with tilted heads (eyes must be aligned with the
lenticular lenses)
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Rendering on HMDs
HMD
§ Optics in HMDs usually Computer (after distortion
monitor by its lenses)
cause some amount of
distortion
§ Especially the Oculus Rift HMD lens
distortion Displayed
image
§ Idea: pre-distortion
(using multi-pass
and texturing or shaders) Pre-distortion
(e.g., by shader)
HMD lens
Distortion
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Optional
One of the Hard Requirements for VR / AR
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Optional
Recap: the Graphics Backend Hardware
Vertical backtrace
(VSYNC)
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Optional
Low Persistence vs. Full Persistence
300
Intensity (µV)
§ Definition: persistence (in displays) = 200
Intensity
remains emitting light after it has been 100
switched on / energized
§ Persistence in 0
§ CRT's: phosphor gets energized by 0 10 20 30
Time / msec
Time (ms)
electron beam,
1038 illuminates, then decays Atten Percept Psychophys (2012) 74:1033–1041
White pixel on LCD @ 120 Hz
⟶ low persistence / short persistence Fig. 4 Luminance changes produced by a white bar dis
14 Black to white
300 refresh cycles on a CRT screen
0 -255 running at 120 Hz. Repr
transition
§ LCD's & LED's: pixel can be illuminated ordinate is the strength of the illumination signal (i
recorded 10
by the photodiode
Intensity (µV)
virtually infinitely
(µV)
25 -165
Intensity
200
Intensity
Grey to grey
⟶ full persistence / long persistence transitions
6
100
plotting rate was 120 Hz (8.33 ms per frame),
the function is delayed by approximately 4.2 m
10 -65
2
0
zero point—to wit, by the time it took the ra
0 10 20 30 reach
40 the 0center of 10 the screen.20 Using30 the criter
40
Time (ms) Time / Timemsec(ms)
below in Fig. 6, the rise time and fall time of t
Fig. 4 Luminance changes produced by a white bar displayed for two
G. Zachmann Virtual Reality
refresh cycles&onSimulation WSat 120
a CRT screen running 8 November 2017onfunction
Hz. Represented the in Fig.Displays
Fig. 5 Luminance
4changes
were
and 320byRendering
produced
Stereo and 480 μs,
a light bar displayed
respect
125 for
refresh cycles on an LCD screen running at 120 Hz. Three luminance
two
ordinate is the strength of the illumination signal (in microvolts) transitions were tested: one black-to-white transition (RGB 0, 0, 0 to
Optional
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Optional
A Simple and Quick Experiment
Direction of motion
of the window
Shape exaggerated
§ Explanation:
§ Assumptions, for sake of simplicity
- Monitor is a CRT (for LCD, the argument works, too, but a bit more
complicated, at least with full-persistence)
- Graphics hardware waits for VSYNC before scanning out framebuffer
§ The eye's fixation line moves with constant speed across display
§ Because scanlines are displayed one after another, pixels with same
screen x coordinate are projected onto positions on the retina with
different retinal x position!
Scanline gets lit Because eye is turning, red pixels are
Pixels on display at time projected at these positions on retina
t0 + 0 msec
t0 + 5 msec
t0 + 10 msec
t0 + 15 msec
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Optional
§ If your graphics hardware does not wait for VSYNC, you might
see something like this: tearing & shearing
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Optional
The Wagon-Wheel Effect (Temporal Aliasing)
Frame
1 2 3 4 5 6
Frame
1 2 3 4 5 6
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Optional
§ Wagon wheel that turns slightly less than once per frame (e.g.,
350°/frame):
Frame
1 2 3 4 5 6
§ Wagon wheel that turns slightly faster than once per frame (e.g.,
370°/frame):
Frame
1 2 3 4 5 6
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Optional
§ Note: this does not explain the shearing effect on the window
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Optional
Digression: Wagon Wheel Effect for Slow-Mo with Regular Camera
§ Experiment setup:
§ Strobe light at 60 Hz
§ Water droplets
coming out of
faucet at 60 Hz
§ Regular camera at
60 Hz (with very
short shutter open
period)
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Optional
Space-Time Diagrams
time
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Optional
x
§ Example: a point moving with constant
speed along x
time
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Optional
x
§ Same as before, except half persistence
display
§ A point being moved steadily by a
simulation along x with constant speed,
being rendered on a display time
x
§ Same again on low persistence display
§ E.g. CRT's, laser displays
§ LCD's and OLED's can be turned into low Time for
one frame
persistence displays (reduces brightness
significantly) time
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Optional
x
§ Recap: same experiment (moving point)
time
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Optional
time
§ Consider this case:
§ User is wearing an HMD x on retina
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Optional
x on retina
§ Reverse case:
§ Virtual point is fixed in virtual space
§ User turns head & HMD at constant speed
§ Eye tracks the point, i.e., fixates it
time
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Optional
Animation of the Cause for Judder
Virtual
Low-persistence HMD object
Assuming
perfect HMD
tracking, and 0
latency from the
HMD tracker up
to the frame
Animations by
buffer eVRydayVR
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Optional
How Blurry is Your Display?
§ First, fixate the upper UFO with your eyes: you should see
stationary black & white vertical stripes, with some grey squares
moving by
§ Then, track the lower UFO with your eyes – what do you see now?
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Optional
It Can Get Worse
time
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Optional
x on retina
§ Space-time diagram of a moving virtual
point's position on the retina, with eye
tracking its image on an FSC monitor
time
x on retina
§ Space-time diagram of a moving disc on
One frame
the retina rendered on an FSC monitor,
tracked by the eye
§ Result: smear and color fringes!
Size of disc
time
§ Similar stuff happens in HMD!
What eye sees
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Optional
Possible Side-Effects of Low Persistence
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