Title: Human Factors and Displays for VR Graphics
1Human Factors and Displays for VR Graphics
2Goals
- Learn about
- Human vision
- Methods presenting images to users
3Visual Bandwidth
- Bandwidth of vision is probably greater than
other sensory modalities - Retina bandwidth 10 Mbits/sec
- article
- Most important sense for VR?
- IMAX movie of rollercoaster can induce sensation
of motion - Images can induce sensations of taste/smell
4Why Study Basis of Vision?
- If a display can match human capabilities, we are
done - If the display cant, nice to know where to
concentrate resources. - Maybe can use tricks to suggest a higher-quality
display - Optical illusions
5Anatomy of Vision
6Eye Anatomy
7Blind Spot test
8Eye Optics
9Accomodation
- Change in curvature of lens
- Rest focus from 6m to infinity
10Light Sensors
- Cones
- Mostly in the fovea
- Blue, green, red/yellow cones, also called short,
medium, long - Rods
- Sense low levels of light
11Visual Acuity
- Cycles per degree
- Like angular resolution
- Humans can resolve 0.93mm spacing at 1m
- Fovea is about 1 Mpixel
- 1 arc minute at fovea ( 1/60 degree)
- 20/20 vision letters are 5 arc minute letters
(strokes 1 arc minute) - Around 24K x 24K over field of view
- Retina is sensitive to light levels over 1013
range - Dynamic
12Visual Field
- One Eye
- 120 degrees vertically and 150 degrees
horizontally - 60 to nose, 90 to side
- 50 up, 70 down
- Binocular 200 degrees horizontal
- Eye can rotate about 50 degrees
13Binocular Vision
- Humans have 120 degree binocular overlap
- 2 40 degree monocular regions
- Depth disparity perception
- 0.05mm at 500mm
- 4mm at 5m
14Eye Motion
- Vergence - the motion of the eye to maintain
binocular vision - Cross-eyed when focus in close
- Version eye movement in the same direction
- Duction motion of one eye
- Eye makes compensatory motions when head moving
- Shake hand vs. shake head
- Saccades eye movement to use fovea more
- Microsaccades imperceptible motions to maintain
excitation of rods and cones
15Frame rate
- 60Hz frame rate is generally considered important
- flicker fusion at 60Hz
- Old movies at low rates but people werent
sensitized to it
16Visual Displays
- How do we get computers to interact with the eye?
17Overview
- display technologies
- head-mounted displays (HMD)
- projection-based displays
18Overview
- Characteristics of displays
- field of view
- stereo display
- resolution issues
- brightness
19HMD
- head-mounted displays (hmd)
- technology
- displays LCDs, CRTs, OLEDs, other
- totally immersive display experience
- tend to have small FOV (as compared to a more
natural FOV) - often bulky
20HMD
- two displays provide image for left and right eye
- see-through displays used for augmented reality
- semi-transparent overlays or video see-through
- What did Brooks say was an advantage of video
merge vs optical merge?
21HMD characteristics
- what are important characteristics?
- image resolution, brightness, contrast
- tied to visual acuity
- field of view
- the mechanics
- ergonomics, mass, moments of inertia
22field of view - FOV
- field of view - can mean different things
- optical field of view - field of view as
specified by the HMD optics - rendered field of view - field of view as
specified in software - Mapping between the two of them
23field of view - FOV
- field of regard - the total area over which a
user can view - afford visual integration of larger space
- for HMDs this is generally 360 degrees
- provided the head is tracked
- for projection systems, generally closer to 180
degrees - CAVE varies
24hmd display optics
- optics between the image plane and the users eye
produce a virtual image farther away from the eye - reduces accommodative effort
- ideally out a few meters to help cancel out
convergence/accommodative rivalry - optics magnify pixel granularity!
- other distortions?
- Leep optics radial falloff needs defocus
25HMD displays
- CRT-based HMDs
- electron beam aimed at phosphorescent screen,
resulting in emitted light - generally good picture quality
- but often heavier and much more expensive
- Now rare
26example of CRT-based HMD
- Datavisor HiRes, Datavisor 80
Datavisor 80 1280x1024, 3/pixel, accommodation
at infinity, 80 diagonal fov, 120 with 20
overlap, about 5lbs
Datavisor HiRes 1280x1024, 1.9/pixel, 42 fov
(100 overlap), about 4lbs, uses monochrome CRT
w/ color filter shutters
27nvis nVisor SX
- liquid crystal on silicon (LCoS)
- LCD-type device by CRLOpto
- 0.9 microdisplay with 1280x1024 resolution
- horizontal fov 47, weight 2lbs
- good image quality, brightness, and contrast
28LCD-based hmds
- in general, LCD HMDs have been less expensive and
lighter - however,
- usually, much lower resolution
- poorer image quality
- lower brightness, contrast
- improvements in LCD technology but VR just now
catching up
29LCD-based HMDs
- Virtual Research V8
- 640x480 resolution
- approx 45 fov (100 overlap)
- lightweight 2lbs
- inexpensive 12k
30other HMDs
- Kaiser
- resolution 1024x768
- about 15k
- uses active matrix LCD screens
- 2.3/pixel
- 40 fov
- just over 2lbs
- OLED-based HMDs - better brightness than LCDs,
800x600 - good image quality, lighter
- 5k, but with low fov (28)
- may have short life span
Kaiser ProView XL50
5DT HMD 800
31Sensics
- First new HMD in some time
- Array of microdisplays
- OLEDs
- Panoramic field of view
- 2.9/pixel
32setting up stereo
- monocular image viewed with one eye only
- bi-ocular both eyes see the same image
- binocular each eye sees its own image
- HMDs approximate stereo vision by showing a user
left and right eye images - what if the person cant fuse stereo?
- What about vergence?
- what about IPD?
- IPD inter-pupillary distance
- is this important?
- most HMDs do not provide enough control over the
exact settings
33perception and fov/stereo
- common explanations for problems in VR
- too small fov
- didnt use stereo
- stereo was configured improperly
- truth of the matter is that no one really knows
in general for all situations - requires specific experimentation with
- different setups, tasks, and applications
- FOV is likely important for speed of localizing
- stereo is likely very important for near field
interaction
34other pros/cons of HMDs
- definite advantages
- fully immersive
- disadvantages
- bulky, heavy, obtrusive
- poor resolution, mismatch between
accommodation/convergence - other comments?
35projection displays
- setup a projector, aim it at a screen
- youre doing VR research!
- actually a little more complex than that
- goal is to surround user with the virtual
environment - good concept
- potentially reduces locomotion abilities
- capability to increase resolution dramatically
- tiling the display projectors
36cave
- cave
- CAVE Automatic Virtual Environment
- developed at U Illinois-Chicago - 1992
- did you know CAVE is trademarked?
37stereo with projection vr
- with HMDs, stereo vision is potentially easier
(minus bad artifacts) - two images, one for each eye
- for projection vr, you have two choices
- active stereo
- passive stereo
38active stereo
- shutter glasses are required
- left and right eye shutters on the glasses
synchronize with images coming from projector - crystal eyes
- transmitter synced up with graphics/projector
system - turns right and left shutters on/off
39ia state cave
40passive stereo
- use the polarization of light to passively send
stereo - two projectors per screen, each with different
polarizing filters - left and right eyes of glasses allow the correct
polarized light through - potentially less expensive
- people just wearing sun glasses
41important stereo issues
- generally, very expensive!
- requires extremely bright projection systems
- projectors must be capable of high refresh rates
(120Hz) for active stereo - bright projectors are required due to issue with
light efficiency - first off, about half of light is lost due to
left/right switching glasses - passive stereo - between 12 and 59 depending on
setup - Screen transmission
42other painful issues with projection vr
- alignment matters
- for stereo setups, especially passive stereo,
alignment is crucial - for tile-able displays with high resolution
- images must overlap and blend
43other painful issues with projection vr
- actually, should be able to project on any
surface - large set of research devoted to
- automatic alignment
- image blending, color matching
- projection onto arbitrary surfaces
- not just flat walls
44Desktop VR
- Also known as fishtank VR
- Use computer monitor
- Track head
- Stereo from shutter glasses
45vision dome and other spherics
46Workbench
47Autostereoscopic displays
48Volumetric displays
- Actuality
- Rotating screen