Computational Methods for Immersive Perception Qi Sun Stony Brook - - PowerPoint PPT Presentation

computational methods for immersive perception
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Computational Methods for Immersive Perception Qi Sun Stony Brook - - PowerPoint PPT Presentation

Computational Methods for Immersive Perception Qi Sun Stony Brook University Warehouse/Arts District, New Orleans, USA Traditional Visual Media Immersive Visual Media Perception for Better Immersive Experience Where we are? What we see?


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Computational Methods for Immersive Perception

Qi Sun

Stony Brook University

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Warehouse/Arts District, New Orleans, USA

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Traditional Visual Media

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Immersive Visual Media

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Perception for Better Immersive Experience

Where we are? What we see?

Miquel Perello Nieto

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Where we are?

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Nobel Brain Study

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Locomotion System in the Brain

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Locomotion System in the Brain

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VR Locomotion: Gadgets

 Un‐natural  Portable

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VR Locomotion: Walk‐in‐Place

 Natural?  Bulky

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Free Locomotion  Natural  Limited space

 Portable

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Constraint: Spatial Mismatching

Virtual World Real Space

https://vid.me/gTuI

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Redirected Walking

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Inception

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Challenges

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  • Match large virtual and small real spaces
  • Users move with comfort
  • Accurate locomotion and visual fidelity

and safety

Mapping Virtual and Physical Reality Qi Sun, Li‐Yi Wei, Arie Kaufman, SIGGRAPH 2016

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Automatic Content Re‐Creation

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virtual floor plan HMD view physical floor plan

Mapping Virtual and Physical Reality Qi Sun, Li‐Yi Wei, Arie Kaufman, SIGGRAPH 2016

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Angle Preserving

β α min (| ‐ |)

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Local Distance Preserving

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Geometric Preserving Visualization

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Mapping Virtual and Physical Reality Qi Sun, Li‐Yi Wei, Arie Kaufman, SIGGRAPH 2016

Boundary

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Mapping Virtual and Physical Reality Qi Sun, Li‐Yi Wei, Arie Kaufman, SIGGRAPH 2016

Interior Obstacles

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λ1 λ2

+ =

Warped

Original

Blended Rendering

High distortion! Motion sickness!

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Different Weights

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Different Weights

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Different Weights

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Different Weights

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Where we are

  • Manipulate visual stimuli for spatial matching
  • Extend image‐based modulations to immersive worlds

Content‐aware media re‐creation

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What we see?

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Depth Cue from Accommodation

Photo credit: Fu‐Chung Huang

Accommodation

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Traditional Displays

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Critical to Immersive Media

  • Vergence–Accommodation Conflict ‐> Sickness
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Critical to Immersive Media

  • Vergence–Accommodation Conflict ‐> Sickness
  • Depth Understanding, esp. AR/MR
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Wide Field Of View Varifocal Near‐eye Display Using See‐through Deformable Membrane Mirrors, Dunn et al. 2017

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Critical to Immersive Media

  • Vergence–Accommodation Conflict ‐> Sickness
  • Depth Understanding, esp. AR/MR
  • Interaction Accuracy
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Traditional Displays

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Light Field Displays

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Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

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Light Field Displays

Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

Light Field Displays

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Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

Light Field Displays

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Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

Light Field Displays

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Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

Light Field Displays

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The light field stereoscope, Huang et al. SIGGRAPH 2015

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high latency → AR/VR sickness

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Cone Cells

Fovea

Foveated Human Vision

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Perceptually‐Based Foveated Virtual Reality, Patney et al. 2016

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Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

Foveated Light Fields

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Display DoF Receptor Field

(a)

Focusing Plane

A B

LF Display

  • eccentricity

spatial bandwidth

? ?

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Psychophysical Studies – Blur Stimuli

Blur Diff Detection Depth Diff Detection Depth Discrimination are they different? are they different? which is closer?

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Perceptual Studies for Foveated Light Field Displays Joohwan Kim et al., arXiv 2017

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Psychophysical Studies – Light Field Stimuli

Blur Diff Detection Depth Diff Detection Depth Discrimination are they different? are they different? which is closer?

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Perceptual Studies for Foveated Light Field Displays Joohwan Kim, et al. arXiv 2017

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Spatial Angular

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Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

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foveated light field full light field

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49.2 48 44.4 46.5 32 33.5 29.8 29.9 15 15.4 15.7 15.1 10 20 30 40 50 60 Scene 1 Scene 2 Scene 3 Scene 4

Ours Full resolution [Huang et al. 2015]

FPS

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What we see

  • Track, understand, analyzing the anatomical eyes

Faster, more comfortable, natural Content representation/authorization/viewing

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What’s Next?

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Eye‐Tracked Immersive Perception

  • Foveal VS peripheral vision
  • Perception of dynamics
  • (Large) Immersive media interface
  • Cinematography
  • Other actions
  • Vergence
  • Blink

Panning and Zooming High‐Resolution Panoramas in Virtual Reality, Chang and Cohen, UIST 2017

Why Important?

http://bair.berkeley.edu/blog/2017/11/09/learn‐to‐attend‐fovea/

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Perception‐assisted Immersive Creation

  • Immersive media editing
  • Painting/Sculpting
  • Light Field Capturing
  • Collaborative authorization

Vremiere: In‐headset Virtual Reality Video Editing, Nguyen et al., CHI 2017

CollaVR: Collaborative In‐Headset Review for VR Video, Nguyen et al., UIST 2017

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Thank You! & Discussion

Major References:

  • Mapping Virtual and Physical Reality. Qi Sun, Li‐Yi Wei, and Arie Kaufman, SIGGRAPH 2016
  • Perceptually‐Guided Foveation for Light Field Displays. Qi Sun, Fu‐Chung Huang, Joohwan Kim,

Li‐Yi Wei, David Luebke, and Arie Kaufman, SIGGRAPH Asia 2017

More Materials: http://qisun.me/