Title: Rendering and Display for MultiViewer TeleImmersion
1Rendering and Display for Multi-Viewer
Tele-Immersion
- Andrew Nashel
- Advisor Henry Fuchs
- Department of Computer Science
- The University of North Carolina at Chapel Hill
2Multi-viewer tele-immersion
UNC mockup
Cisco TelePresence 3000
Several users at each site looking at a common
display
3A face-to-face group meeting
Top down view of a meeting around a conference
table
4A face-to-face group meeting
Top down view of a break room scenario
5Two important spatial cues are not supported by
commercial systems
Gaze awareness is the ability to gauge the
current object of someone elses visual
attention. Monk Gale 2002 Eye contact is a
special case of gaze awareness.
6Why are these cues important?
- Face-to-face communication superior to video
- Cooperation (Drolet Morris, 2000)
- Trust (Rocco, 1998 Bos et al., 2002)
- Turn taking (Vertgaal et al., 2000)
- Without gaze awareness, video can be worse than
audio-only - Video may convey incorrect eye contact (Short et
al., 1967) - Video can increase interruptions (Argyle et al.,
1968)
7Gaze awareness improves performance
- Spatially correct video improves trust and task
completion - (Nguyen Canny, 2007)
8My focus Improving gaze awareness in group
tele-immersion
- Improving spatial cues on conventional 2D
displays - New displays to provide distinct views to each
user
9Thesis statement
- Through a combination of rendering techniques and
display engineering, we can provide more
personalized experiences to individuals in a
group of viewers via - virtual camera views that improve local spatial
cues while preserving scene continuity - multi-view displays that (a) trade off
stereoscopic viewing for a wider range of viewing
positions or (b) use randomization to eliminate
the spatial viewing conflicts that occur at
regular intervals.
10Outline
- Problem statement
- New solutions
- Conventional displays new rendering techniques
- Line light field
- Depth-dependent camera
- Video silhouettes
- New displays personalized views
- Monoscopic multi-view
- Random hole display
- Conclusions and future work
11Live line light field session
12Active view control
View steered to left
View steered to right
or
Stationary book
13Outline
- Problem statement
- New solutions
- Conventional displays new rendering techniques
- Line light field
- Depth-dependent camera
- Video silhouettes
- New displays personalized views
- Monoscopic multi-view
- Random hole display
- Conclusions and future work
14Limitations of line light field
- We have assumed
- Users at same depth.
15Problem Location of virtual camera
In a room with people at different distances.
Virtual camera
16Viewing error eye contact
- Gaze error for a remote person is the angular
deviation between the displayed image and the
actual gaze direction of the remote user.
x
z
?
zcam
Gaze error per user ? abs (arctan (x/(zzcam))
17Solution Depth-dependent rendering
- From back to front we render a slice of the scene
at that depth from a viewpoint that moves from
near to far and composite the slices.
Render slices of the scene from a virtual camera
at varying depths
18Depth-dependent slices
19Depth-dependent camera image
20DDC vs conventional rendering
Depth-Dependent Camera
Conventional camera at 16
21DDC vs conventional rendering
Depth-Dependent Camera
Conventional camera at 48
22Gaze error
? abs (arctan (x/(zzcam))
23Depth-Dependent Camera Benefits
Simultaneously provides 1) local gaze awareness
people close to display can make eye contact 2)
significant perspective depth cues
24Outline
- Problem statement
- New solutions
- Conventional displays new rendering techniques
- Line light field
- Depth-dependent camera
- Video silhouettes
- New displays personalized views
- Monoscopic multi-view
- Random hole display
- Conclusions and future work
25Limitations of depth-dependent camera (and other
reconstructions)
- Good image synthesis requires
- Good depth estimation, or
- A very large number of closelyspaced cameras
Erroneous image synthesis from 9 cameras
Reconstruction is still not of acceptable quality
compared to ordinary video cameras with real
scenes (multiple people, objects, occlusions,
movement).
26Observations
- Reconstruction introduces visual artifacts
- Image quality is most important for a users face
- Implications
- Avoid 3D reconstruction of the users face
- Use direct camera imagery
27One-camera-per display problems
C
D
A in one view B unseen C in two views D at
optimal depth
A
B
28Video of one-camera-per display
29Video Silhouettes Reconstruction using direct
camera imagery
- Segment people in each camera image
- Match segments between images
- Choose best camera view for each person
C
D
A
B
Cameras 1 2 3 4 5
6 7
30Video of 7 camera linear array
31Video of segmented objects
32Video of silhouette reconstruction
33Outline
- Problem statement
- New solutions
- Conventional displays new rendering techniques
- Line light field
- Depth-dependent camera
- Video silhouettes
- New displays personalized views
- Monoscopic multi-view
- Random hole display
- Conclusions and future work
34Autostereoscopic displays
- Provide different imagery at different viewing
angles to the display without worn encumbrances. - For stereoscopic display, these views must be
spaced by the interpupillary distance (IPD) or
less (6cm). - Volumetric too small, difficulty with occlusion
- Holographic too small, slow update rates
- Parallax Lenticular and barrier
35Total viewing zones width
View repeat distance
48cm
Interpupillary distance
6cm
48cm
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Calibrated viewing distance
Limitations of parallax autostereo displays
36Conflicting viewing regions
Available regions
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Calibrated viewing distance
Limitations of parallax autostereo displays
37Outline
- Problem statement
- New solutions
- Conventional displays new rendering techniques
- Line light field
- Depth-dependent camera
- Video silhouettes
- New displays personalized views
- Monoscopic multi-view
- Random hole display
- Conclusions and future work
38Custom wide field-of-view lenticular display
39Video of monoscopic wide FOV display
40Outline
- Problem statement
- New solutions
- Conventional displays new rendering techniques
- Line light field
- Depth-dependent camera
- Video silhouettes
- New displays personalized views
- Monoscopic multi-view
- Random hole display
- Conclusions and future work
41Total viewing zones width
View repeat distance
48cm
Interpupillary distance
6cm
48cm
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Calibrated viewing distance
Limitations of parallax autostereo displays
42Conflicts between two stereo viewers
100
1
2
Percent interference
Display
0
Second user position
43Simulation of the conflicts between two stereo
viewers
(x,y)
(1m, 1m)
Newsight/X3D 19 display 4.4mm barrier to display
spacing 9 views
43
44Fix this with a new barrier design
Random hole barrier
Regular hole barrier
45Random hole barrier simulation
(x,y)
(1m, 1m)
Random hole 19 display 4.4mm barrier to display
spacing 19 hole to barrier
46Interference comparison
47Poisson disk distribution
With a purely random distribution, samples bunch
in places and leave gaps in others.
Poisson disk is random sampling with a minimum
distance constraint
48Fourier transforms of barrier patterns
Regular barrier
Random barrier
Poisson disk barrier
49Viewing conflictspixels visible by multiple
viewers
- 1) Turn pixels black this decreases display
brightness - 2) Blend colors this maintains brightness but
introduces error - 3) Blend only similar colors
- Future work Blend and error-diffusion dither.
50Prototype construction
Plastic barrier sheet
LCD panel
glass spacer
glass cover
Viewers
0.02
0.25
Thickness
0.0625
51Prototype display
Close up photo of mask
52Calibration
Which pixels are visible at each eye
position? Capture from viewer location with two
high resolution cameras in stereo configuration
53Per color channel calibration
Red
Blue
Green
Each color channel is captured separately and
then combined to form the final view mask
53
54First calibrated views
Left and right eye views for one stereo viewer
1.5m
55Generating imagery for two users
3m
1.5m
564 simultaneous images
Image sent to display
Photographs from two stereo viewing positions
57Depth perception
Left and right eye source images
Image sent to display
Is the red square in front or behind the green
box? Most were able to accurate judge relative
position and some could accurately estimate the
depth of the square.
58An example stereo pair
(Streaking from manufacturing defects)
59Outline
- Problem statement
- New solutions
- Conventional displays new rendering techniques
- Line light field
- Depth-dependent camera
- Video silhouettes
- New displays personalized views
- Monoscopic multi-view
- Random hole display
- Conclusions and future work
60Thesis statement revisited
- Through a combination of rendering techniques and
display engineering, we can provide more
personalized experiences to individuals in a
group of viewers via - virtual camera views that improve local spatial
cues while preserving scene continuity - multi-view displays that (a) trade off
stereoscopic viewing for a wider range of viewing
positions or (b) use randomization to eliminate
the spatial viewing conflicts that occur at
regular intervals.
61Contributions
- Conventional displays new rendering techniques
- Line light field steerable virtual camera
- Depth-dependent camera local gaze awareness and
perspective cues - Video silhouettes camera-quality reconstruction
of people - New displays personalized views
- Monoscopic multi-view feasible multiple viewing
positions - Random hole display autostereo at arbitrary
positions for multiple viewers
62Future opportunities
- Depth-dependent camera with real world imagery
- Video silhouettes with improved geometric proxies
- Tabletop-surface autostereoscopic display with
random hole barrier - Animatronic Shader Lamps Avatars
63Acknowledgements
- My advisor Henry Fuchs
- My committee members Ketan Mayer-Patel,
- Leonard McMillan, Leandra Vicci, and Greg Welch
- The research staff, Herman Towles and Andrei
State - The technical staff, John Thomas, David Harrison,
and Bil Hays - The entire administrative/support staff,
especially Janet Jones - Student collaborators Peter Lincoln, Andrei
Ilie, Ruigang Yang - Supported by
- Sandia National Laboratories/California
Christine Yang, Corbin Stewart - Cisco Systems Mod Marathe, Bill Mauchly
64Acknowledgements
- My many friends, including fellow UNC students
Sharif Razzaque, Yuanxin Liu, Greg Coombe, David
Marshburn, Mark Harris, Eli Broadhurst, Dan
Samarov, and many more. - My girlfriend Megan Orrell.
- And especially my parents, to whom this
dissertation is dedicated.
65Questions?
Line light field
Depth-dependent camera
Thank you. Questions?
Monoscopic multi-view
Video silhouettes
Random hole display