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
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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
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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
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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)
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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)
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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
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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
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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
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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
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