Visual Display for VR - PowerPoint PPT Presentation

1 / 48
About This Presentation
Title:

Visual Display for VR

Description:

Critical Flicker Frequency ( ~ 60 Hz) Refresh Rate (15 ~ 20 Hz) Brightness / Contrast ... between right and left images very fast (60 Hz, Critical Flicker Frequency) ... – PowerPoint PPT presentation

Number of Views:122
Avg rating:3.0/5.0
Slides: 49
Provided by: dxpKo
Category:

less

Transcript and Presenter's Notes

Title: Visual Display for VR


1
Visual Display for VR
2
Stereoscopy and Display Systems
  • Human Eye
  • Stereoscopy
  • Depth Cues
  • Optics / Display Systems
  • Error Sources

3
Human Eye
Cornea
Retina
Fovea
Light
Image Formed Here
Optic Nerve (To the Brain)
Iris
Lens
Muscles
4
Human 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

5
Eye 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
6
Display 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

7
(No Transcript)
8
Stereoscopy 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
9
(No Transcript)
10
Stereoscopy and Depth Perception
11
Stereoscopy 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
-
12
Stereoscopy and Depth Perception
  • Retinal Disparity and Convergence Angle Difference

13
(No Transcript)
14
Horopter
  • 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.

15
Horopter
  • 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.
16
Psychological 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

17
(No Transcript)
18
Display 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

19
Screen Parallax Using One Image Plane
Display Screen
Positive Parallax (uncrossed)
Eye
Zero Parallax(where eyes actually focus)
Negative Parallax (crossed)
20
Screen Parallax Using One Image Plane
Display Screen
Eye
IOD6.5cm
D
Parallax IPD (D d) / D
d Viewing Distance
21
Generating 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
22
Autostereoscopy
  • Parallax Barrier
  • Lenticular Sheet

Slits
L
R
Image
lens
L
R
23
(No Transcript)
24
Time 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
25
(No Transcript)
26
(No Transcript)
27
Anaglyphs 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
28
(No Transcript)
29
(No Transcript)
30
(No Transcript)
31
(No Transcript)
32
Head 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

33
Optics
  • 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
34
Real 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
35
Optical 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
36
Optical 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
37
Simple 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
38
(No Transcript)
39
(No Transcript)
40
Display 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

41
Display 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.

42
(No Transcript)
43
CAVE
Error among users
44
ImmersaDesk / Workbench
45
(No Transcript)
46
(No Transcript)
47
(No Transcript)
48
(No Transcript)
Write a Comment
User Comments (0)
About PowerShow.com