0% found this document useful (0 votes)
93 views10 pages

Notetaking - CS3VRC1611

The document discusses visual perception characteristics relevant to virtual reality design. It covers topics like field of view, depth perception, motion perception, visual display technologies, and comparing different display options. Some key points are: virtual reality has a limited field of view and depth is inferred rather than directly sensed; stereopsis allows our brain to perceive solid images from two slightly different retinal views; and major display types discussed are desktop displays, head mounted displays, projection displays, and CAVE environments.

Uploaded by

Saz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
93 views10 pages

Notetaking - CS3VRC1611

The document discusses visual perception characteristics relevant to virtual reality design. It covers topics like field of view, depth perception, motion perception, visual display technologies, and comparing different display options. Some key points are: virtual reality has a limited field of view and depth is inferred rather than directly sensed; stereopsis allows our brain to perceive solid images from two slightly different retinal views; and major display types discussed are desktop displays, head mounted displays, projection displays, and CAVE environments.

Uploaded by

Saz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 10

22.1.

2018 | CS3VR16 – Virtual Reality Lecture 3

Virtual Reality – visual performance characteristics


 Smallest resolvable separation in a pattern ~0.0083°
 Field of view
 Limitations
o Blind spot
o Cannot see from behind
 What we see
o Limited sensory organs
o Colour: sum of narrow bandwidth ‘notches’ (of
electromagnetic spectrum)
o Misses most of spectrum
o Discrete images merge into continuous motion
o Hardly measure depth (depth-perception; worked out by
processing)
o Interpret/assumed vision
o Optical illusions show limitations
o Useful to exploit in VR design
 Psychology of visual system
o Visual perception: colour, form, pattern recognition, motion,
depth
o Depth/motion more difficult
 No receptors for depth
 Inferred
 Prone to error
o Link between depth/motion
 Psychology of position
o Work out object position relative to observer (direction +
distance)
o Direction (easy): 2D retina  brain  2D angular coordinates
o Depth (harder): no absolute method
o Books on topic; focus on depth perception (impression of
depth)
o Ames room – used in Lord of the Ring films
o Depth cues
 Used to work out how far things are
 Oculomotor almost a metric
o Oculomotor
 Use muscles in eye as measure
 Accommodation – eye focus effort required can
describe depth
 Convergence – orientation of eyes (better metric)
o Static, monocular
 Interposition
 Partial obscuring
 Simple, strong, overrides most other methods
 Size – expected depth affects perceived size
 Linear perspective/texture
 Shading – includes lighting/shadowing
 Atmospheric – distant objects less clear, more tinted
(blue hue usually adopted by artists)
 Shadows – interpret relative positioning
o Stereopsis (seeing solid) – retinal disparity
 Each eye slightly different view

2
 Brain merges to get solid (3D) image
o Dynamic
 Motion parallax
 When objects/viewer move, closer objects move
faster across retina
 Requires motion for effect
 Kinetic depth
 Objects can seem 3D, 2D when stationary
 Brain tries to make sense of word from
limited/incomplete sensory input
 Motion perception
o Real world: continuous motion; VR/films/senses/etc.: discrete
motion
o If successive stimuli close, continuous motion perceived
(sufficiently often to convince senses)
o Motion is primary quality (employs multiple senses)
o Different threshold times
 Vision (flicker fusion) ~17ms*
 Audition (flutter fusion) ~10ms*
 Touch (vibration) ~5ms*
o Note: fusion not necessary for motion to occur, but
preferable
o Apparent motion
 Lots of varieties: short rang, long range,
transformational, biological
 Discreteness has other effects
 ‘Wagon wheel’ effect: after sufficient speed,
wheel seems to move backwards
 Low frequency v. high frequency perception

3
 Visual display technology
o Desktop, wearable, projection
o Most 3D cues discussed part of 2D image
o Stereoscopy needs dedicated hardware
 Stereoscopic display technology
o Each eye sees a different image
o If same display surface, selectively block or transmit
 Interlaced display
 Glasses s each eye sees own frame
o Most displays have ghosting/crosstalk  discomfort, loss of
presence
o Varieties
 Active – liquid crystal shutter glasses
 Passive
 Polarisation filtering; each lens allows only certain
directions of light
 Linear polarisation
o Frame vertical/horizontal
o Cheaper/easier to make
o High percentage light
absorption/transmission
o User can’t rotate head
 Circular polarisation
o Clockwise/anti-clockwise frame
o Can have more ghosting
o Invariant of viewer orientation
o Used in modern cinemas
 Frequency multiplexing

4
o Old style anaglyph
o Block different parts of spectrum
o Invariant of head rotation
o Loses colour info
o Infinitec preserve colour
o Any display surface useable
 Autostereoscopic display
 No glasses
 Lens/barriers so each eye sees its part of display
 Fixed barriers
 Limited viewing angle + ‘sweet spots’
 Can allow multiple viewing position/less
resolution
 Doesn’t scale well
 Parallax barriers lenticular lens
 Movable barriers
 More viewing angles
 Track user eye position
 Adjust barrier to match
 Get ‘look around’ effect
 One viewer at a time
 Comparing visual displays
o Criteria for selecting
o Tech
 Field of view
 Resolution
 Update rate (pass flicker fusion)

5
 Interface w/ tracking methods
 Associability with other sense displays (ex:
audio/haptic)
o Ergonomic
 User mobility
 Environment requirements
 Throughput (ow many can experience VR together)
 Safety
 Time
 Encumbrance
o Others
 Portability
 Cost
 Desktop displays
o Cheap/common/accessible
o Small field of view
o Use all stereo
o Techniques discussed
 Head mounted displays
o Boom mounted/hand held
o Expensive (used to be)
o OculusRift/Google Cardboard
o Separate display for each eye
o Optics magnify image, change focal length
o Generally low resolution
o Usually limited field of view
o Real world normally blocked from view
o Weight + comfort big issue (glasses)

6
o Latency tracking
o Can’t see own body
o Balance/movement affected
o Unnatural body positions
 Coming 2018
o Oculus Go
o Oculus Santa Cruz (with hand wearables)
o Magic Leap One (glasses lite)
o Neurable’s brain-scanning headband (think it to happen)
o More AR (adding to real world)
 Projection displays
o 1+ projectors/screen
o Large area, good field of view
o 2D stereo
o Usually rear projected (prevent shadows of user distorting the
view)
o User can see own body
o Multi-user
o Vision Dome
o Spheres cubic room
 Computer assisted virtual environment (CAVE)
o 3-6 large screens for visual immersion
o Usually 1+ powerful graphics engines
o Can pull external equipment in
o Allows multiple people
o Visbox comparison (CAVE) to Oculus Rift
 Projection display issues

7
o Geometric continuity (aligned imaging) + photometric
continuity (consistent resolution)
o Wall displays
 Multi projection
 Continuity important
 Tiling/blending
 Next week: audio perception
Graphics
 3D scene representation
o Representations – points, lines/line segments, polygons,
surfaces, solids, voxel (3D pixels), etc.
o Require
 Points/lines/surfaces on objects
 Vectors (between points)/rays (of light)/ vector + matrix
operations
o Coordinate systems
 Geometric base to form computations: coordinate
systems
 Cartesian rectilinear (x,y,z)
o Left hand/right hand rule
o To convert between two, invert z axis
 Spherical/polar/angular (r,_,_) – for 2D, x = rcosƟ,
y= rsinƟ
 3D primitives
o Point
 Specifies a location (no volume)
𝑥
 3 values: p = (x,y,z) /[𝑦]
𝑧
o Vector

8
 Direction + magnitude
𝑑𝑥
 𝑣̅ = (𝑑𝑥, 𝑑𝑦, 𝑑𝑧)/ [𝑑𝑦]
𝑑𝑧
o Operations: adding/subtraction (must be the same size);
multiply/divide (by scalar)
o Vector length + normalisation
 Magnitude  ‖𝑣̅ ‖ = √𝑥 2 + 𝑦 2 + 𝑧 2
𝑣̅
 Normalised when ‖𝑣̅ ‖ = 1 or 𝑣̅ = ‖𝑣̅‖

o Dot product
 𝑎̅ = (𝑎1 , 𝑎2 , 𝑎3 ), 𝑏̅ = (𝑏1 , 𝑏2 , 𝑏3 )
 𝑎 ⋅ 𝑏 results in scalar value
o Angle between 2 vectors
 Dot product also defined as 𝑎̅ ⋅ 𝑏̅ = ‖𝑎̅‖‖𝑏̅‖ 𝑐𝑜𝑠 𝜃
𝑎̅⋅𝑏̅
 Hence 𝑐𝑜𝑠 𝜃 = ‖𝑎̅‖‖𝑏̅‖

 Ɵ found by taking inverse cos-1()


 2 vectors orthogonal if 𝑎̅ ⋅ 𝑏̅ = 0
 3D line
o Point 𝑝̅ w/ direction 𝑣̅ specifies line
o ̅̅̅
𝑝1 point on same line ̅̅̅
𝑝1 = 𝑝̅ + 𝑡𝑣̅
o T is scalar (-  t  )
o If 0  t  , figure is a ray
 3D line segment
o 2 points : ̅̅̅
𝑝3 = 𝑝̅ + 𝑡(𝑝 𝑝1 where 0  t  1
̅̅̅2 − ̅̅̅)
o Confirms ̅̅̅
𝑝2 − ̅̅̅
𝑝1 = 𝑣̅
 Matrices
o 𝑚×𝑚

9
𝑎 𝑏
o Determinant |𝑀| = [ ] = 𝑎𝑑 − 𝑏𝑐
𝑐 𝑑
o Useful for vector cross product (3x3 usually): 𝑎̅ × 𝑏̅ =
‖𝑎̅‖‖𝑏̅‖𝑛̂ sin 𝜃 (where n is normal vector; returns a vector)
o Cross product used for normal of 2 vectors
 3D plane
o Represents surfaces mathematical plane
o Defined by
 Pint + normal vector to plane
 Any 3 points not co-linear
 Bound plane/polygon
o Triangle, quadrilateral, convex, star concave, self-intersecting
o If hole required, more than one polygon
o Polygon requires straight edges, all in one plane (no curves)
 Matrix multiplication
o Columns of first (A) matrix must be equal to rows of second
(B)
o 4x4 matrix multiplication used a lot in VR

10

You might also like