Title: Visual Display for VR
1Visual Display for VR
2Stereoscopy and Display Systems
- Human Eye
- Stereoscopy
- Depth Cues
- Optics / Display Systems
- Error Sources
3Human Eye
Cornea
Retina
Fovea
Light
Image Formed Here
Optic Nerve (To the Brain)
Iris
Lens
Muscles
4Human Eye
- Retina in the back of the eye, where there are
photoreceptors, cells that react to light
intensity - Rods and Cones
- More Rods in the Peripheral Region (react to low
intensity light) - More Cones in the Central Region (Fovea, where
focused images exists, react to high intensity
light) - Two Light Refractions
- At the Cornea (75 )
- At the Lens (23 )
- Within the Eyeball (liquid kind of thing inside
the eye) - Iris adjusts amount of incoming light
- Pupil Opening of the Iris
- Lens adjusts its size to change shape lens using
the occulomotor muscles
5Eye Parameters
- FOV (Field of View) How wide the human Eyes can
see (measured in angles) - Foveal Acuity Minimum Lateral Length or Depth
Human Eyes can Perceive (Acuity drops at the
Periphery) - Known to distinguish elements subtended by 15
arc min from 20 ft.
1 5 arc min
20 ft
6Display Parameters want to match eye and display
parameters as close as possible
- FOV (Field of View) Angle subtended by the
viewing surface from a given observer location - Humans 120H x 180V
- Related to Spatial Resolution
- Related to Angular Resolution
- Spatial Resolution No. of pixels that can be
displayed in unit area - Pitch How wide and Tall the Pixel is
- Angular Resolution Visual angle the pixel
subtends from a particular viewing distance - Critical Flicker Frequency ( 60 Hz)
- Refresh Rate (15 20 Hz)
- Brightness / Contrast
- Color
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8Stereoscopy and Depth Perception
- Occulo-motor Cues
- Accommodation changing shape of eye lens to
focus - Convergence rotate eyes to fixate on object
- Accommodation and Convergence work together (when
eyes converge to a certain distance,
automatically accommodates and vice versa) - This is physiological cue, not visual cue
(sense of tension on muscles that control eye
movement and lens focus) - Effective cue when object within 1020m
Viewing Axes
Convergence Angle
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10Stereoscopy and Depth Perception
11Stereoscopy and Depth Perception
- Binocular Disparity Difference in retinal images
due to projection of objects at different depth - Depth is felt with respect to an object in focus
- Screen Parallax must be (re) computed based
current fixation point to get right disparity
feeling - Stereopsis Depth Perception due to Binocular
Disparity
-
Disparity in the Left Eye
Focused point
Other point
Total Disparity
Disparity in the Right Eye
-
12Stereoscopy and Depth Perception
- Retinal Disparity and Convergence Angle Difference
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14Horopter
- In this picture, the lifeguard is fixating on
Ralph. The curved, dashed line represents the
horopter all points on this line are the same
distance from the lifeguard as the fixation
point. So, Susan and Harry (and Ralph) fall on
the horopter Carol and Charlie do not.
15Horopter
- The red, green, and blue lines show where the
images of Susan, Ralph, and Harry, respectively,
are cast on the retinae of the two eyes. Using
point F/F' as a reference (the foveae for the
left and right eyes, respectively), you can see
that the image of Susan falls on the same point
on both eyes. In other words, A is the same
distance to the left of F (left eye) as A' is
from F' (right eye). Similarly, the image of
Harry falls on the same point in both eyes (G is
the same distance to the right of F, as G' is
from F'). Because the images of these objects
(Susan, Ralph, and Harry) fall on the same
positions in both eyes, there is ZERO disparity.
All objects will be perceived as being the same
distance from the observer. - Potential Problem In graphics with flat image
plane, Ralph and Susan will have different depth
values ..!?.. - (http//www.cquest.utoronto.ca/psych/psy280f/ch7/h
oropter.html)
The red, green, and blue lines show where the
images of Susan, Ralph, and Harry, respectively,
are cast on the retinae of the two eyes. Using
point F/F' as a reference (the foveae for the
left and right eyes, respectively), you can see
that the image of Susan falls on the same point
on both eyes. In other words, A is the same
distance to the left of F (left eye) as A' is
from F' (right eye). Similarly, the image of
Harry falls on the same point in both eyes (G is
the same distance to the right of F, as G' is
from F'). Because the images of these objects
(Susan, Ralph, and Harry) fall on the same
positions in both eyes, there is ZERO disparity.
All objects will be perceived as being the same
distance from the observer.
16Psychological Depth Cues
- Perspective
- Motion Parallax Differential angular velocity of
objects at different depth from observer (close
objects move more rapidly than far objects) - Height in Field of View and Relative Size
- Occlusion and Texture Gradient
- Color and Haziness
- Shadows
- Cues are usually additive
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18Display Systems
- We want Autostereoscopy (display stereo without
any extra aids) - Anaglyphs / Polarized Glasses
- HMD
- Time Multiplexed (Crystal Eye)
- Boom Hand(s) Occupied
- Retinal Display (Laser Scanning)
- Fully / Semi / Non Immersive
19Screen Parallax Using One Image Plane
Display Screen
Positive Parallax (uncrossed)
Eye
Zero Parallax(where eyes actually focus)
Negative Parallax (crossed)
20Screen Parallax Using One Image Plane
Display Screen
Eye
IOD6.5cm
D
Parallax IPD (D d) / D
d Viewing Distance
21Generating Right and Left Images Assumption
Fixated on Infinitely Far Objects
Display Screen
Eye
IOD6.5cm
Parallax between Right and Left Image
View Vectors and View Frustum of Each Eye offset
by IOD/2 from the Usual Center of Projection
22Autostereoscopy
- Parallax Barrier
- Lenticular Sheet
Slits
L
R
Image
lens
L
R
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24Time Multiplexed
- Switch between right and left images very fast
(60 Hz, Critical Flicker Frequency) - Field Sequential (Use odd line scanning for right
image and vice versa) - When right image shown, block left eye and when
left image shown block right eye using a LCD
Shutter Glass (need to synchronize LCD glass and
monitor)
Left image shown
Right eye blocked
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27Anaglyphs and Polarized Glass
- Chromatic Anaglyphs Display right image in red
and left image in blue, and use color filtering
glass (right eye sees only blue and vice versa - Light Polarization Display right and left image
using two orthogonal light waves, and use
filtering glass that passes one or the other.
Because each image is generated without the
complementary wave component, the brightness is
reduced. -
Right/Left image shown
Right passes red Left passes blue only Or Right
passes one wave and Left passes the orthogonal
wave
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32Head Mounted Display (Two Image Planes)
- Putting LCD / CRT Projection in front of the eye
causes strain (excess accommodation) - Use of magnifiers to place virtual image at
comfortable range
33Optics
- Law of Reflection and Refraction
Reflection angle is same (th1 th2) Refraction
angle (angle coming in and coming out is related
by sine function, sin (th1) sin (th3)
th2
th1
th3
34Real Image vs. Virtual Image
My eye thinks the object is underneath the mirror
(because of the light direction), but there is no
light underneath the mirror, therefore the image
is virtual On the other hand, real image is
formed by light coming to focus
35Optical System
- Includes any number of reflecting and/or
refracting surfaces of any curvature that alter
the directino of rays leaving the object O - Rays spread out radially in all directions from O
(object space), and enters image space where
rays converge to a common point I - Every ray that start at O must arrive at I with
same travel time (some rays that do not reach I
at the same time, then loss in brightness) - Aberration Optical system can not produce one to
one mapping between O and I - Diffraction Lights scatter and light intensity
at I decreases
Optical System
O
I
36Optical Elements
- Apertures, Stops, Pupil Limits amount of passing
light - Entrance Pupil The limiting aperture (could be a
physical stop or even the size of lens) looking
into the optical system from object space - Exit Pupil The limiting aperture looking into
the optical system from the image space, need to
match the exit pupil to where the eye is so that
maximum light enters the eye (no clipped vision) - Eye Relief Distance from eye to the optical
system (closest optical element from eye)
Aperture / Stop / Pupil
Lens
Eye
37Simple Magnifier
Display
Cannot see
50 Light Received only
Lights refracted almost parallel as to make
virtual image formed at infinity (collimated
image) Flight simulator application
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40Display Considerations
- Different tasks might require different display
characteristics - Flight simulator with mostly far objects
(accommodation and convergence cues will not be
so effective), use motion parallax - Manipulation task is the other way around, Use
binocular disparity - If possible, put objects near zero parallax
screen so that there is less conflict between
accommodation and convergence
41Display Considerations
- If screen is relatively small, objects that must
have negative parallax can be clipped and feel it
has positive depth (because of occlusion). Avoid
this kind of situation if possible. - There are inherent errors from optical
distortion, IPD difference, failure to use off
center projection when needed (as user is
tracked), and resolution - When user is tracked and free to move, we must
rescale the image because image perception has
inverse squared relationship to viewing distance.
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43CAVE
Error among users
44ImmersaDesk / Workbench
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