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Week 1: hardware applications

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Week 1: hardware / applications. NASA Ames View Workstation, ... Anaglyph (red/green) glasses. Polarised glasses. Main issue is cross-talk. Separate viewing: ... – PowerPoint PPT presentation

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Title: Week 1: hardware applications


1
Week 1 hardware / applications
NASA Ames View Workstation, NASA Ames Photo
Archive
2
Nine 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

3
Human Factors
  • Immersion / Presence
  • Three dimensional viewing
  • Effect of Stereo
  • Effect of Depth cues

4
Immersive 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

5
Immersion 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

6
Some 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)

7
Presence 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

8
Example 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.

9
Examples
  • 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 .

10
Introduction to 3D Viewing
  • Depth Cues
  • Primary and Secondary cues
  • Presenting Stereo Imagery
  • Computing Stereo Pairs
  • Ideals in Achieving Depth
  • Head-mounted displays
  • CAVEs

11
Primary (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)

12
Accommodation 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.

13
Terminology
  • 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.

14
Secondary (Psychological) Cues
  • Linear perspective
  • Shading
  • Shadows
  • Occlusion
  • Retinal image size (constancy scaling)
  • Texture gradient

15
Presenting 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

16
Presenting 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

17
Stereo 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
18
Effect 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
19
Viewing 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.

20
Stereo Pairs
Keystone View Company - Ruins of the Granite
Temple, the Sphinx and the Great Pyramid (Oliver
Wendell Holmes Stereoscopic Research Library)
21
Ideals 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.

22
Ideals
  • 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.

23
Ideals
  • 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)

24
Ideals
  • 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

25
Head-Mounted Displays
  • Simultaneously projects left-eye and right-eye
    disparate images.

http//www.gel.ulaval.ca/mbernat/rapporta/rapangl
3.htmlHMD helmet
26
Head-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

27
HMD 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

28
HMD 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

29
HMD Discussion
  • Inter-pupillary distance ignored
  • could allow mechanical
  • optical
  • software correction
  • Optical distortion
  • non-linear optical transformations
  • straight lines become curves

30
CAVE-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

31
CAVE Projection
32
CAVE Discussion
  • Advantages of a CAVE
  • Less rotational instability
  • Wide field of view
  • See yourself
  • Higher quality images
  • Less optical distortion

33
CAVE 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

34
CAVE 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

35
Summary
  • 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
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