Title: Week 1: hardware applications
1Week 1 hardware / applications
NASA Ames View Workstation, NASA Ames Photo
Archive
2Nine Lectures
- Introduction
- Human factors
- Immersion / presence
- Three dimensional viewing issues
- Interaction 1
- Interaction 2
- Tracking
- Haptics and Auditory Systems
- Distributed / Collaborative / Telepresence
- Augmented Reality
- Usability
3Human Factors
- Immersion / Presence
- Three dimensional viewing
- Effect of Stereo
- Effect of Depth cues
4Immersive Virtual Environment
- Displays in all sensory systems
- Fully encloses participant in the displays
- Tracks the head, limbs, body
- determines the visual, auditory, haptic ...
sensory data as a function of head tracking
5Immersion the technology is...
- Inclusive sensory experience from VE only
- Extensive more sensory modalities
- Surrounding from all directions
- Vivid high fidelity
- Egocentric first person point of view
- Plot things are happening
- Proprioceptive match between sensory data and
proprioception
6Some Presence Definitions
- The sense of being there (Held Durlach,
Sheridan, Zeltzer premier issue of PRESENCE,
1992) - A mental state in which a user feels physically
present within the computer-mediated environment
(Draper Kaber, 1998) - The subjective experience of being in one place
or environment, even when one is physically
situated in another (Witmer Singer, 1998)
7Presence Operationally
- Successful substitution of real sense data by
computer generated sense data - Successful response is similar to expected
response in everyday reality - Response
- Low level physiological ? high level cognitive
and emotional - Includes verbal responses about being there
- Response includes potential for interaction
8Example Actors Rehearsing
- When two people interact within a VE how similar
is their response to when they interact in
reality? - Eye movement patterns, heart rate, , emotions,
thoughts, feelings - These different responses may be
self-inconsistent.
9Examples
- Reading a book
- Playing a computer game
- Watching a movie
- HMD based VE
- Cave based VE
- Large area tracking based VE
- with whole body tracking
- with generation of tactile, haptic sensations .
10Introduction to 3D Viewing
- Depth Cues
- Primary and Secondary cues
- Presenting Stereo Imagery
- Computing Stereo Pairs
- Ideals in Achieving Depth
- Head-mounted displays
- CAVEs
11Primary (Physiological) Cues
- Accommodation
- Focal length of the eyes adjust in attempt to
focus at points in the scene. - Based on changing thickness of lens caused by
relaxing and tensing the ciliary muscles. - Convergence
- Eyes rotate inwards (near objects) become
parallel (far objects)
12Accommodation and Convergence
- Usually work in conjunction with each other.
- This correspondence is not physiologically
determined. - Learned by experience
- Is broken when looking at eg screen based stereo
views.
13Terminology
- Binocular disparity
- The difference between the two images produced by
left eye and right eye. - Motion Parallax
- How points move relative to one another with
respect to head moves. - Greater apparent movement usually implies smaller
distance.
14Secondary (Psychological) Cues
- Linear perspective
- Shading
- Shadows
- Occlusion
- Retinal image size (constancy scaling)
- Texture gradient
15Presenting Stereo Imagery
- Time Parallel Techniques
- Both images are presented simultaneously
- Dual viewing
- Anaglyph (red/green) glasses
- Polarised glasses
- Main issue is cross-talk
- Separate viewing
- Head-mounted displays
16Presenting Stereo Imagery
- Field-Sequential Displays
- Images are presented alternately
- Most common techniques is shutter glass stereo
- Takes advantage of persistence of vision
- Frame rate must be very high
- minimum 90Hz 45 Hz per eye
17Stereo Pairs
- Stereo pairs Two projections, left and right eye
on flat display. - Horizontal parallax
- R-L
- R-L gt 0 called positive horizontal parallax
- R-L lt 0 called negative horizontal parallax
- Similar term for vertical parallax
- IPD inter-pupilary distance.
Left Eye
L
IPD
R
Right Eye
Stereo window
18Effect of Parallax
- Positive parallax points will be virtual points
behind the stereo window. - Negative parallax points will be virtual points
in front of the stereo window - Note that the projected image points of a single
point are called homologous points.
Left Eye
R
IPD
L
Right Eye
Stereo window
19Viewing Stereo Pairs
- Uncrossed/parallel setup when right eye sees
right image and left eye the left image - Requires focus beyond the images
- Crossed setup when right eye sees left image and
left eye sees right image - Requires crossing eyes.
- Viewing the opposite way around will reverse the
sense of depth.
20Stereo Pairs
Keystone View Company - Ruins of the Granite
Temple, the Sphinx and the Great Pyramid (Oliver
Wendell Holmes Stereoscopic Research Library)
21Ideals in Achieving Depth
- Congruence - left and right images should be the
same except as caused by the horizontal parallax - Avoid vertical parallax
- The image plane itself must be mapped to itself.
22Ideals
- Wide parallax (separation in the views) produces
good depth, but discomfort. - Provide maximum depth but lowest parallax.
- Place principal objects so that approx half
parallax values are positive, half negative. - Further distance of viewer from display the
greater the parallax that can be tolerated.
23Ideals
- Cross talk is when left images reach right eye,
and right images reach left eye - For time dependent methods
- afterglow of phosphors
- departures from correct shutter speed
- For anagraphs (red/green filters) colours not
properly filtered out - Not same problem in other synchronous methods
(HMDs)
24Ideals
- Minimise impact of accommodation and convergence
breakdown - Use lowest possible parallax to get required
depth effect - The closer homologous points the less the
disparity between accommodation and convergence. - Make the parallax less than or equal to IPD
- Avoid screen edge effects
25Head-Mounted Displays
- Simultaneously projects left-eye and right-eye
disparate images.
http//www.gel.ulaval.ca/mbernat/rapporta/rapangl
3.htmlHMD helmet
26Head-Mounted Displays
- Images formed on LCDs or CRTs
- Screens are small, low resolution, too close for
direct viewing - Optical system used to magnify and allow focus on
the displays - Distortion effects
- pixels magnified
- optics cause image warping and distortions
27HMD Discussion
- Problems
- Incorrect convergence
- optical axes not parallel
- optical axes do not pass through centre of
screens - If so would correctly see far point at infinity.
- Accommodation and convergence not linked
- not much can be done about this
28HMD Discussion
- FOV incorrect
- physical FOV
- geometric FOV
- they dont match
- Geometric COP doesnt match optical COP
- need off-centre COPs
- easily done in the general camera model
29HMD Discussion
- Inter-pupillary distance ignored
- could allow mechanical
- optical
- software correction
- Optical distortion
- non-linear optical transformations
- straight lines become curves
30CAVE-style Displays
- Screens surround the user
- Modelled as a series of cameras, two per wall
- Each camera defined by corners of the wall and
centre of eye
31CAVE Projection
32CAVE Discussion
- Advantages of a CAVE
- Less rotational instability
- Wide field of view
- See yourself
- Higher quality images
- Less optical distortion
33CAVE Discussion
- Disadvantages
- Expensive and complex to configure
- Need to align several projectors
- Very high refresh rate needed (gt100Hz)
- Projectors (used to) suffer from over-persistent
green phosphor - User occludes the screen with their own body
- Other users can occlude screen
34CAVE Discussion
- Effect of head tracking Latency
- In a HMD
- Latency cause the world to appear to rotate in
the same direction as head, then slow down - In a CAVE
- Image is rotational stable, but some incorrect
parallax effects are seen initially, then
corrected - In general CAVE causes less distortion with both
rotation and displacement movement
35Summary
- The types of cue that give 3D effect
- Limitations of stereo display
- Convergence/accommodation effects
- Display faults such as cross-talk
- More detailed look at one stereo system
head-mounted displays