Virtual Reality and Oculus Rift

Virtual Reality and Oculus Rift Visual Imaging in the Electronic Age Donald P. Greenberg November 17, 2015 Lecture #24 Virtual Reality • A term us...
4 downloads 0 Views 4MB Size
Virtual Reality and Oculus Rift Visual Imaging in the Electronic Age

Donald P. Greenberg November 17, 2015 Lecture #24

Virtual Reality

• A term used to describe a computer generated environment which can simulate the perception of PRESENCE.

Virtual Reality

• A person immersed within this virtual world can manipulate objects, interact with the environment, and explore the virtual world in the same perceptual way as one interacts with the physical world.

Augmented Reality Augmented reality is the interpretation of digital graphical information with live video or the user’s physical environment in real time.

UNC

Human in the Loop • • • •

Abstract Interpretation Viewing a Picture on Television

Cinema Viewing Presence

Microsoft’s Hololens

Magic Leap

Virtual Reality • • • •

Field of view and resolution Color and dynamic range Speed (Refresh and update rates) Bandwidth

Cross Section of Eye & Retina

Rods and Cones

Rods and Cones

Measures of Acuity

detection

min. detectable 0.5” Upper figure adapted from Cornsweet. Visual Perception © Academic Press, 1971.

Two rightmost figures from Graham, Vision and Visual Perception © Wiley, 1966.

resolution

min. resolvable 30”

Snellen letters 30”

localization

vernier 5-7”

Resolution of the Human Eye

Resolution of the Human Eye • Humans can tell visual details at distances larger than 0.3 arc minutes • The Field of View (FOV) of the human eye can be generously estimated as 120 by 90 degrees

Resolution of the Human Eye • (120 degrees x 60 arcminutes / degree x 1 pixel / 0.3 arcminutes) x (90 degrees x 60 arcminutes / degree x 1 pixel / 0.3 arcminutes)

• 431,568,000 pixels; 432 MegaPixels. A 1080p display is 2.1 megapixels.

The Significance of Movement-Sensitive Cells

- David H. Hubbel. EYE, BRAIN, AND VISION, 1988 Scientific American Books, Inc. p. 80.

The Significance of Movement-Sensitive Cells

- David H. Hubbel. EYE, BRAIN, AND VISION, 1988 Scientific American Books, Inc. p. 80.

Lytro Camera

Vergence- Accommodation Conflict

Vergence – Accommodation Conflict

Samsung AMOLED Displays

Standard LCD RGB Display

PenTile Display

Virtual Reality • • • •

Field of view and resolution Color and dynamic range Speed (Refresh and update rates) Bandwidth

Refresh vs. Update Rate • The “refresh rate” is the number of times per second the entire image is drawn • The “update rate” is the number of times per second the image is changed

Refresh Rates • Note that an insufficient refresh rate will cause “flicker.” • For most cases the displays must be refreshed at least 50 cycles/second. • Current virtual reality displays (2015) operate at 90 Hz.

Update Rates • The human eye can process approximately 10-12 separate images per second. To simulate motion, update rates must be greater than this.

• The movie industry has historically used 24 fps and the television industry 30 fps.

• Recently, James Cameron (Avatar) and Peter Jackson (The Hobbit) have been filming at 48 fps.

• Since in VR/AR continuous motion is paramount, then rendering must be in (1000/24), about 40 milliseconds or less.

Cones interconnect in the retina, eventually leading to opponent-type signals. Roy S. Berns. “Billmeyer and Saltzman’s Principles of Color Technology, 3rd Ed. 2000, John Wiley & Sons, Inc. p. 16.

Color-Receptive Fields Channel

Combination

Resolution

black - white

M+L

very high

Green - red

M–L

High

yellow - blue

M+L–S

low

Full Color Image

YIQ http://en.wikipedia.org/wiki/YIQ

Luminance Image (Y)

YIQ http://en.wikipedia.org/wiki/YIQ

Color Addition (Red/Green Axis)(I)

YIQ http://en.wikipedia.org/wiki/YIQ

Color Addition (Yellow/Blue Axis)(Q)

YIQ http://en.wikipedia.org/wiki/YIQ

Research on Foveated Displays

Truck Art

DORSEY 1993

DORSEY 1993

DORSEY 1993

Oculus Rift

Oculus Rift

Components

Accelerometers and logic board Lenses Flat 1080P AMOLED Display

Oculus Rift DK2

2014

Steam VR

2015

Crescent Bay

2015

Virtual Reality • • • • •

Tracking and sensor response Algorithmic computational time

Data capture Heat and power (de-tethering) Economy

Oculus Rift

Angular Rotation

Distortion Strategy

Oculus Rift

Distortion Strategy

Oculus Rift

Distorted Image

Oculus Rift

Distorted Image

1 2 3 Catch

Autodesk

Project Beyond

Samsung 2015

Project Beyond

Samsung 2015

Google’s Recording Rig

2015

End..