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Virtual Reality Technology

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A graphics display is a computer interface that presents synthetic world images ... Eyeball structure : photoreceptors, retina, fovea. Field of view : ... – PowerPoint PPT presentation

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Title: Virtual Reality Technology


1
Virtual Reality Technology
3.1 Graphics Display
  • 2003. 11. 24
  • Hyungjune Im

2
Index
  • Introduction
  • 3.1.1 Human Visual System
  • 3.1.2 Personal Graphic Displays
  • Head-Mounted Displays
  • Hand-Supported Displays
  • Floor-Supported Displays
  • Desk-Supported Displays
  • 3.1.3 Large-Volume Displays
  • Monitor-Based
  • Projector-Based

3
Introduction
  • A graphics display is a computer interface that
    presents synthetic world images to one or several
    users interacting with the virtual world.
  • stereoscopic or monoscopic
  • image resolution
  • field of view
  • display technology (LCD or CRT)
  • weight cost

4
3.1.1 The Human Visual System
  • Eyeball structure photoreceptors, retina, fovea
  • Field of view
  • 150 degree horizontally, 120 degree vertically
    for each eye
  • 180 degree horizontally, 120 degree vertically if
    both eye used
  • Depth is recognized by such as stereopsis, linear
    perspective, occlusions, motion parallax

5
3.1.2 Personal Graphic Displays
  • A graphics display that outputs a virtual scene
    destined to be viewed by a single user is called
    a personal graphics display.
  • Such images may be monoscopic or stereoscopic,
    monocular (for a single eye), or binocular
    (displayed on both eyes).

6
3.1.2 Personal Graphic Displays
  • Head-Mounted Display (HMD)
  • Images floating 15m in front of the user (very
    short distance), so they use special optics to
    keep users eyes from being tired easily.
  • Consumer-grade (LCT) vs. professional-grade (CRT)
    devices
  • weight, comfort, and cost are additional criteria

7
3.1.2 Personal Graphic Displays
  • Olympus Eye-Trek FMD 200

Daeyang cy-visor FMD DH-4400VP
  • Professional-grade HMD ProView XL35

8
3.1.2 Personal Graphic Displays
  • Hand-Supported Display (HSD)
  • Users hold in their one hand or two hands in
    order to periodically view a synthetic scene.

NVIS virtual binoculars SX
9
3.1.2 Personal Graphic Displays
  • Floor-Supported Display
  • Use a mechanical tracker to reduce response time
    to users activities.
  • Desk-Supported Display
  • Remove excessive weight to reduce users fatigue
  • Fixed and designed to be viewed while the user is
    sitting (freedom of motion is limited)

10
3.1.2 Personal Graphic Displays
Boom3C
WindowVR
11
3.1.2 Personal Graphic Displays
DTI 2018XL
Ecomo4D
12
3.1.2 Personal Graphic Displays
13
3.1.3 Large-Volume Displays
  • Graphics displays that allow several users
    located in close proximity to simultaneously view
    a stereo or monoscopic image of the virtual world
  • Monitor-based or projector-based
  • Have larger work envelope, so improve users
    freedom of motion and natural interaction
    capability

14
3.1.3 Large-Volume Displays
  • Monitor-based Displays
  • Each user wears a set of shutter glass (active
    stereo glass) and looks at the monitor.

15
3.1.3 Large-Volume Displays
CrystalEyes3
PV290
16
3.1.3 Large-Volume Displays
  • Projector-based Displays
  • Solution of choice for allowing many closely
    located users to participate in VR simulation
  • Use CRT projectors to produce stereo-pair image.

17
3.1.3 Large-Volume Displays
Barco Baron
V-Desk 6
18
3.1.3 Large-Volume Displays
  • Another type of projector-based display CAVE
    (invented at the Electronic Visualization
    Laboratory)
  • Consists of a 10-ft cubical structure
  • Four CRT projectors (front, left, right, floor)
  • Up to 12 users at a time, as long as they stay or
    move together
  • There are also a commercial version, and a newer
    version (RAVE), and PC CAVE

19
3.1.3 Large-Volume Displays
  • PanoWall
  • Use projector array (large-volume display formed
    of a number of functionally identical projectors
    calibrated to display a tiled composite image of
    the virtual scene)
  • V-Dome

20
3.1.3 Large-Volume Displays
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