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Three Dimensional Visual Display Systems for Virtual Environments

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Michael McKenna, David Zeltzer Presence, Vol. I, No. 4, 1992 Presenter: Dong Jeong Purpose Examining Five 3D display types stereoscopic, lenticular, parallax barrier ... – PowerPoint PPT presentation

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Title: Three Dimensional Visual Display Systems for Virtual Environments


1
Three Dimensional Visual Display Systems for
Virtual Environments
  • Michael McKenna, David Zeltzer
  • Presence, Vol. I, No. 4, 1992
  • Presenter Dong Jeong

2
Purpose
  • Examining
  • Five 3D display types
  • stereoscopic, lenticular, parallax barrier,
    slice-staking, and holographic displays
  • Characteristics of each display type
  • Spatial resolution, depth resolution, filed of
    view,, viewing zone, bandwidth, etc.
  • Comparison
  • Comparing different display systems and the human
    visual system in tabular form

3
Criteria for Display Systems
  • A set of criteria
  • Developed to compare different types of display
    systems
  • Visual Cues and Display Attributes
  • Field of View, Spatial Resolution, Refresh and
    Update Rates, Brightness, Color, Information Rate
    and Bandwidth, Viewing Zone/ Volume Extent, and
    Number of Views
  • Depth Perception and Depth Cues
  • Autostereoscopy, Oculomotor Cues, Binocular
    Disparity, Motion Parallax, Pictorial Depth Cues,
    Viewing Situations and Depth Cues

4
Visual Cues and Display Attributes
  • Field of View, Spatial Resolution, Refresh and
    Update Rates, Brightness, Color, Information Rate
    and Bandwidth, Viewing Zone/ Volume Extent, and
    Number of Views

5
Field of View I
  • The angle subtended by the viewing surface from a
    given observer location.
  • For human 120 vertical and horizontal,
    Approximately 180 horizontal (both eyes)

6
Field of View II
  • Example
  • A typical workstation display 33x26cm
  • A comfortable viewing distance 46cm
  • Horizontal x vertical FOV?

a2atan(16.5/46) 40 b2atan(13/46) 32
33cm
b
26cm
46cm
a
46cm
7
Spatial Resolution
  • Common measurement of 2D displays
  • Resolution is typically measured by the number of
    pixels. Pixel is measured as pitch.
  • Foveal FOV
  • Measuring the visual acuity, or the spatial
    resolution of the eye
  • For normal human subjects,
  • The smallest visual target can be perceived 50
    of the time is approximately 1min to 30 sec of
    arc.

8
Refresh and Update Rates I
  • Displaying stable images
  • Need to repeatedly redraw or refresh
  • Refresh rate
  • The frequency at which a display redraws its
    imagery
  • Critical fusion frequency (CFF)
  • The threshold above which a refreshed image
    appears steady.
  • Dependent on a number of factors, the brightness
    of the display, the ambient illumination, and the
    size and location in the visual field of the
    stimlus.
  • For most applications, 60Hz flicker-free

9
Refresh and Update Rates II
  • Update rate
  • The frequency at which the computer modifies, or
    updates, the displayed imagery.
  • Drops below 10-15 Hz, motion will appear
    discontinuous and become distracting.

10
Brightness
  • CRT and other displays
  • Limited in the range of brightness levels.
  • The displayed intensity levels are usually
    nonlinear to the control signal and framebuffer.
  • The overall brightness of a display strongly
    affects the visual tasks. It also influences
    visual acuity and color perception.

11
Color
  • No display can match the range of colors visible
    to the healthy human eye.
  • If we have means of stimulating the three kinds
    of cone cells (red, yellow-green, blue
    wavelengths), reproducing the color sensations is
    possible. trichromatic color reproduction.
  • Monochrome (one),
  • Beam penetration monitors (two)
  • useful for flight simulators generating only
    night scenes.

12
Information Rate and Bandwidth
  • Information Rate
  • What rate of data (bits/sec) is needed to drive a
    display.
  • 4.5Mbits/sec for the two eyes (single nerve 5
    bits/sec)
  • Very low information rate. But only
    high-resolution in the foveal region.
  • Bandwidth
  • The maximum rate at which the signal (pixel
    values) can change. Highest frequency signal.

13
Viewing Zone/ Volume Extent
  • Viewing Zone
  • Angular range over which the displayed imagery
    can be perceived.
  • Viewing volume
  • Limited in the nearest and furthest locations in
    where images can be displayed.

14
Number of Views
  • Limited number of distinct views
  • Also limitation is existed depending on the
    technology used.
  • In general, the more views which are imaged, the
    greater the bandwidth required.

15
Depth Perception and Depth Cues
  • Autostereoscopy, Oculomotor Cues, Binocular
    Disparity, Motion Parallax, Pictorial Depth Cues,
    Viewing Situations and Depth Cues

16
Autostereoscopy
  • Do not require special viewing aids
  • Polarized glasses or a stereoscope
  • Depending on the size of the viewing zone or
    viewing volume, images can be seen by multiple
    viewers.

17
Oculomotor cues
  • Physiological cues based on our ability to sense
    the tension in the muscles that control eye
    movement and lens focus.
  • Accomodation
  • The angular muscles in the eye relax and contract
    to change the shape of the lens.
  • Effective only at distances less than 2 m.
  • Convergence
  • When fixating on an object, the eyes rotate to
    center their viewing axes on a particular point
    in space.
  • Effective up to approximately 10 m.

18
Binocular Disparity
  • The difference in the retinal images that is due
    to the projection of object points at different
    depths.
  • Can be analyzed through the convergence angles.
  • Stereopsis
  • Depth perception due to binocular disparity

19
Motion Parallax
  • Monocular cue that is generated as the viewpoint
    of the observer changes.
  • Can be defined as the differential angular
    velocity of objects at different depths from the
    observer.

20
Pictorial Depth Cues
  • Overlap
  • Image size
  • Linear perspective
  • Texture gradient
  • Aerial perspective
  • Shading

21
Viewing Situations and Depth Cues I
  • At medium to far distances (over 10 m),
    accommodation and convergence are in effective.
  • At near distances, binocular disparity is a very
    important depth cue.
  • At great distances, disparity becomes less
    important.
  • In complex or unfamiliar scenes, binocular
    disparity helps.
  • Binocular disparity also improves apparent image
    quality. (useful when low bandwidth or noisy
    signals are used)
  • A wider total field of view can be created when
    two separate image sources are used.
  • Off-road driving, binocular disparity is
    important to enhance the perception of the
    driving-surface slope.

22
Viewing Situations and Depth Cues II
  • With still 2D imagery, the pictorial cues are the
    only cues to depth.
  • When only monocular images are available, motion
    parallax is an important cue.
  • Aerial perspective is important when realistic
    conditions for long-distance viewing are
    required.
  • Fog and haze are also useful depth cues.
  • For flight simulators, realistic texturing of the
    ground surface, motion parallax, etc are
    important.

23
Three-Dimensional Display Systems
  • Examine five 3D display systems
  • Stereoscopic, lenticular, parallax barrier,
    slice-staking, and holographic video.

24
Stereoscopic Display I
  • Special viewer or filtering glasses are used.
  • PLZT or LCD shutter glasses alternately block
    each eyes view of the screen.

25
Stereoscopic Display II
  • Infinity optics
  • Infinity optics collimate the light emitted from
    each point in the image, so that they form
    parallel rays.
  • Lens or mirror systems are often used to enlarge
    small monitors.
  • Preferred in flight simulators

26
Stereoscopic Display III
  • Spatial resolution and Field of view

27
Stereoscopic Display IV
  • Displays with a finite spatial resolution
  • Limitation on the number of discrete depth spots
    that can be imaged. (because of a sampling effect)

28
Stereoscopic Display V
  • There is a limit on the minimum separation of
    depth points that can be imaged by a stereo pair
    with finite-sized image elements.

29
Stereoscopic Display VI
  • Refresh Rate Need to be above 60 Hz (each
    monitors)
  • Brightness The brightness to each eye is reduced
    because of filtering glassess.
  • Color RGB
  • Information Rate and Bandwidth Similar to 2D
    displays
  • Viewing Zone Extent limited to the regions with
    a clear view of the display screen.
  • Number of Views one stereographic 3D view
    composed of two 2D images.
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