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Cosc 6326/Psych6750X

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Cosc 6326/Psych6750X Enabling Technology for Advanced Displays – PowerPoint PPT presentation

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Title: Cosc 6326/Psych6750X


1
Cosc 6326/Psych6750X
  • Enabling Technology for Advanced Displays

2
  • Virtual reality and other advanced interactive
    displays
  • simulate and maintain a model of the world to be
    created or augmented
  • present or display the world to the user
    (displays and effectors)
  • sense the actions of the user and environmental
    state to enable the simulation to react (sensors)

3
  • A typical VR system has
  • sensors to collect information about the actions
    of the user
  • a processor to collect this information, model
    the virtual world and generate the output for the
    display devices.
  • displays and other sensory stimulators generate
    the sensory input provided to the user.

4
  • The sensation-perception-action cycle of the user
    is an integral part of VR system.
  • Normally when one acts in the world feedback from
    the senses confirms the expected result
  • Current VR systems have serious limitations that
    limit the ability to create high fidelity
    realistic virtual worlds.

5
  • In a sense VR closes the users sensorimotor loop
  • User acts in the world.
  • Simulation detects the action using sensors
  • Feedback provided by the simulation via the
    displays

6
1. Simulation and Image/Display Generation
7
  • Hardware
  • Need to provide real time update to the user
  • Processor speeds and technology have improved
    exponentially although modelled VR worlds are
    still limited
  • Recent trend move from big-iron to clusters of
    PCs

8
  • Software
  • input, simulation, rendering
  • often done in parallel loops (more
    parallelization possible)
  • input loop handles interfacing with sensors to
    get current state

9
  • simulation loop
  • for each time interval simulate behaviour of
    objects in virtual environment
  • physical behaviour, reaction to user actions,
    higher level behaviour (intelligent entities,
    avatars ), collision detection
  • real time feedback to user must be timely (e.g.
    60 Hz)
  • distributed, multiprocessor pipelines

10
  • Rendering loop
  • generate displays to present graphics, haptics,
    audio
  • modern raster graphics has a number of stages to
    convert world model to raster image
  • transformation, projection
  • lighting, shading
  • texture mapping
  • rasterisation
  • anti-aliasing
  • visibility, clipping, culling
  • recently, substantial hardware support on fast,
    low cost graphics cards graphics pipeline

11
2. Displays and Effectors
12
Low end HMDs
  • Targetted for personal entertainment (games, dvd,
    )
  • Sony Glasstron, Olympus Eyetrek
  • currently NTSC, PAL, VGA resolution. HDTV?

13
VR HMDs
  • Sutherlands HMD was boom supported. Often need
    free head motion.
  • Characterizing HMDs
  • Configuration projection versus direct viewing
  • Optics simple magnifier vs. compound microscope
  • Display image source CRT, DLP, LCD
  • Opaque or see-through

14
VR HMD
  • Projection type
  • head mounted optics
  • external electronics projection display
  • CAE FOHMD
  • images generated by high-resolution data
    projectors
  • coherent fibre optic bundle and optics direct
    image to eyes

15
  • Direct viewing many modern displays have head
    mounted miniature displays
  • CRT e.g. N-Vision, Kaiser (KEO)
  • LCD e.g. Virtual Research, KEO
  • laser retinal scanning
  • DMDs
  • FEDs

16
Some HMDs
17
HMD Optics
  • Simple magnifer
  • single magnifying lens, short optical path
  • no exit pupil formed
  • simple, inexpensive
  • Compound optics
  • several lens eyepiece, objective
  • exit pupil formed must align with eyes entrance
    pupil
  • more complicated, longer optical path, permits
    focusing

18
See-through HMD capability
  • Non-see-through
  • No need for optical combiner
  • Eye sees only the virtual image
  • Pure virtual reality application

19
See-through HMD capability
  • Optical see-through
  • images of the real and virtual worlds optically
    superimposed
  • need optical combiner (transmission ratio?)
  • useful for AR, wearables similar technology for
    heads-up displays
  • distortions and time-lags a problem
  • direct view of real world

20
See-through HMD capability
  • Video See-through
  • non-see-through HMD plus scene cameras
  • the virtual world is superimposed on a video
    image of the real world
  • electronic (not optical) combiner
  • can match time delays and distortions
  • system has access to users view
  • low resolution image of the real world

21
  • Figures of Merit/Design factors
  • field of view
  • resolution (tradeoff with FOV)
  • luminance, contrast
  • colour
  • monocular, biocular, binocular
  • exit pupil size, eye relief, adjustments
    (inter-pupillary distance, focus)
  • distortion

22
Projection-based displays
  • Walls
  • large screen interactive displays
  • suggested for collaborative design
  • curved screen, flat, wrap around, dome
  • e.g. Elumens Vision Dome
  • Desks
  • ImmersaDesk (University of Illinois EVL),

23
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25
CAVE/CAVE-like
  • University of Illinois EVL, Fakespace, Trimension
    (ReaCToR), Mechdyne (SSVR )

from fakespace
26
Cave
27
  • reconfigurable CAVE - RAVE

28
Large format immersive displays
  • Large format film, domes, planetariums, ride
    simulators
  • SEOS, Trimension, Spitz, Disney Quest, IMAX
  • immersive but often not very interactive (large
    groups)
  • used in simulators, for VR
  • Mechdyne V-dome has been used for VR

29
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30
V-Dome
31
  • projection technology issues
  • projectors
  • cathode ray tube (CRT)
  • digital light processing (DLP)
  • DILA
  • liquid crystal display (LCD)
  • Laser

32
  • screens
  • material glass, fabric, plastic, fog!
  • reflectivity, gain, polarisation
  • inter-reflection (black screens)
  • structure
  • single vs multiple
  • tiling, blending
  • colour and luminance matching/uniformity
  • support for stereopsis

33
  • Audio displays
  • stereophonic, surround sound
  • spatial sound displays
  • sound modeling and synthesis
  • haptics, tactile displays
  • more on these later

34
Sensors
35
  • Sensor technology is currently particularly
    rudimentary.
  • Position of a limited number of joints or limbs
    is normally sensed such as the position of the
    head and hand.
  • Buttons and joysticks etc can also provide input.

36
  • Sense only a limited range of the possible
    motions and have limited resolution.
  • Lag is a major problem with some sensors

37
Tracking Technology
38
  • To generate the displays, need to know users
    position and orientation
  • Need to track users head (hand, body ) in real
    time in order to respond to head (hand, body )
    motion in real time
  • Current tracking does not measure degrees of
    freedom possible in human motion

39
  • magnetic
  • pulsed DC, AC
  • earths magnetic field
  • ultrasound
  • optical
  • GPS (outside)
  • mechanical
  • gyroscopes, accelerometers

www.3rdtech.com
40
3D input devices
  • a number of 6 degree of freedom input have been
    proposed for 3D interaction
  • spaceball, 3D mice, hand/stylus tracking
  • isometric versus isotonic
  • maps to rate versus position control

41
Gloves/Motion capture
  • one of the early VR input devices was the
    Dataglove
  • typically many degrees of freedom
  • additional tracking for position
  • animation/gesture recognition

Immersion Cybergrasp
Gypsy
42
Other input technology
  • speech recognition
  • eye gaze tracking
  • gesture recognition
  • biopotentials
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