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FoVI 3D Extreme Multi-view Rendering for Light-field Displays GTC 2018 Introduction Thomas Burnett CTO, founder, and primary investigator for FoVI 3D . ~15 years experience developing rendering solutions and architectures for static and


  1. FoVI 3D Extreme Multi-view Rendering for Light-field Displays GTC 2018

  2. Introduction Thomas Burnett CTO, founder, and primary investigator for FoVI 3D . ~15 years experience developing rendering solutions and architectures for static and dynamic light-field display systems. tburnett@fovi3D.com Strong technical team with deep experience in optical, mechanical, electrical and software engineering. 2

  3. Agenda • Definition and Significance of Light-field Displays • Extreme Multi-view Rendering for Light-Field Displays 3

  4. Definition and Significance of Light-field Displays 4

  5. Light-field Displays in Popular Media 5

  6. Light-field Display Definition • Reproduces a 3D aerial image visible to the unaided eye without glasses or head tracking • Binocular disparity, occlusion, specular highlights, and gradient shading and other expected depth cues must be correct from the viewer’s perspective as in the natural real-world light-field 6

  7. Significance of Light-field Displays • Human binocular vision and acuity, and the accompanying 3D retinal processing of the human eye and brain, are specifically designed to promote situational awareness and understanding in the natural 3D world. • The ability to resolve depth within a scene, whether natural or artificial, improves our spatial understanding of the environment and as a result reduces the cognitive load accompanying the analysis and collaboration on complex tasks. 7

  8. Natural vs Synthetic Light-fields In a natural light-field we observe light reflected In a synthetic light-field, we observe light off objects, perceiving color and depth cues. An projected from a surface that generates the eye focuses a 3D scene on the retina as a 2D same color and depth cues, thus we see the image, our brain reconstructs the 3D world. same object. 8

  9. Extreme Multi-view Rendering for Light-Field Displays 9

  10. What is a Light-field • A light-field is a set of rays that pass through every point in space and is typically defined for computer vision by a plenoptic function: L = P Θ, ϕ, λ, Vx, Vy, Vz • Can be presented as a 2D raster image (Radiance Image) where each pixel represents the color, position, and direction of a ray within the light-field • A light-field display is essentially a plenoptic projector; the inverse of a plenoptic camera A hogel (holographic element) is a radiance image for a single micro-lens. Light-field displays require many hogels and thus extremely large radiance images. 10

  11. Light-field Display Resolution Spatial Resolution : Determined by size and pitch of micro lenses. Higher density, smaller micro-lens gives higher spatial resolution. Directional Resolution (Dr) : Determined by the dimensions of the hogel. Assuming a square FoV hogel, Dr 2 is the number of rays per micro-lens. More is better. Field of View (FoV) The angular projection of a micro- lens. Angular Pitch (Ap) : FoV/Dr. More than one ray per degree is desirable. 11 Dr

  12. Magnitude of the Light-field Radiance Image Size of Radiance Image - Examples 1m x 0.75m (90° FoV) Static Light-field TopoMaps for US Military 1.0mm hogels, Dr = 256, ~300mm (1ft) usable depth • 1,429 hogels x 1,071 hogels x 256 rays x 256 rays x 3 RGB bytes per pixel = ~150 Gigabytes per frame 0.7mm hogels, Dr = 512, ~600mm (2ft) usable depth • 1,429 hogels x 1,071 hogels x 512 rays x 512 rays x 3 RGB bytes per pixel = ~1.2 Terabytes per frame 1m x 0.75m (90° FoV) Dynamic, Real Time, Light-field Display • 0.5mm hogels, Dr = 128, ~150mm (6”-8”) usable depth – real time 30 fps rendering 2,000 hogels x 1,500 hogels x 128 rays x 128 rays x 3 RGB bytes per pixel = ~150 Gigabytes per frame x 30 fps = ~4.4 Terabytes per second Conclusion: DO NOT MOVE PIXELS, don’t transport them, don’t store them. Render in hardware at the display instead.

  13. Light-field Radiance Image 3D Model with Hogel Resultant 3D Aerial Radiance Image 50 2 Hogels – 40 2 Pixels (”Rays”) per Image Plane LfD Projection Hogel 13

  14. Cluster Based Radiance Image Rendering Host Application Scene Light-field Display interactivity and update rate are proportional to the complexity of the scene/model, the power/configuration of the rendering cluster and the size of the light-field display radiance image. 14

  15. The OpenGL Shim Opengl32.dll Graphics Card DVI GL Application GL Shim OpenGL Driver GPU Dynamic Display 1. An OpenGL Shim is an ‘interceptor’ Driver library design to mimic and Ethernet replace/forward graphics commands. 2. In essence, the OpenGL shim highjacks the command stream unbeknownst to the host application. 3. Often accompanied by a display specific companion library. Zebra Imaging ZScape Motion Display Light-field Display Developed by Zebra Imaging under the DARPA UPSD Program https://youtu.be/blb0TUBoZwA https://youtu.be/b_CKQN1t-e8 15

  16. OpenGL and GPUs for Light-field Rendering Many developers of novel display architectures have (or had) developed fix function OpenGL shims to intercept draw commands and forward them to a display specific renderer. However, there is no agreement on which OpenGL version and/or functions to shim. • There are legacy fixed function APIs which are suboptimal for specifying geometry that programmers often default to because of their ease of • use and readability. These immediate mode functions perform poorly in the context of multi-view rendering. Their counterpart functions, the retained mode APIs, are far better suited for multi-view rendering; however, the retained model APIs have evolved significantly over the course of the OpenGL specification and not every application is implemented with the best constructs. Many of the OpenGL functions and functionality are not applicable to distributed or multi-view rendering. Point and line rendering is • computed in screen space and is not 3D. • Shaders make shimming with confidence nearly impossible or is so highly restricted to the point where shaders may just emulate a fixed function pipeline with little variation. There usually exists additional display specific extensions or APIs which then reduce the portability even more. • OpenGL has a single active viewport and a single active view matrix Fixed function OpenGL defines a single GL_MODELVIEW matrix which is the pre-multiplied model and view matrices. This implies that for any • display that requires multi-view rendering, the view component needs to be removed from the GL_MODELVIEW matrix or that the view matrix is specified in some other manner. Multi-viewpoint rendering becomes a responsibility of the host application which must cache the render commands and then re-render the list • for each viewpoint. Culling operations may have to be disabled since the host application may not understand the viewpoints or projections necessary for the • display technology. • Meanwhile, the host application has stalled until all the views are rendered because the render state can not change until all the views are rendered. The application developer has to know a lot about the target display. Number of views • • View specific projections and transforms • Distortion shaders 16

  17. Bounding Volumes Example 17

  18. Double Frustum Rendering • Advantage of rendering a hogel natively • Does require two passes of the geometry to create the ‘double frustum’ and there can be a mathematical singularity at the center of the bowtie • Thousand of render passes per display update • Very small viewport • At least within the fixed-function OpenGL render pipeline, camera matrix cannot have a non-zero near plane • Benefits from frustum culling is tightly bound to a hogel’s projection frustum • Benefits from small batch size Halle, Michael W. “Fast Computer Graphics Rendering for Full Parallax Spatial Displays.” International Society for Optics and Photonics . 18

  19. Double Frustum Near Clip Planes 19

  20. Oblique Slice and Dice • Typically makes better use of the GPU in that the algorithm generally renders to larger framebuffers within GPU memory • May require fewer passes of the geometry than the double frustum algorithm, but still hundreds to thousand of render passes • Rendered pixels are not in a spatial form that can be projected through a micro- lens array • Oblique frustum is highly likely to intersect changed geometry whether or not an individual hogel frustum actually intersects that geometry • Bounding volumes have less impact on the oblique rendering rates • Batch size as lesser effect • May require sampling if the hogel arrangement is not rectilinear grid • Inhibits on-the-fly transform 20

  21. Current Graphics Rendering: The Tightly Bound Display Today’s Tightly Bound Display Server Client System 3D Render Draw Display GPU Data Video App Engine Commands 3D Data Service Tomorrow’s Heterogeneous Display Ecosystem Display System Server Client System MvPU 3D Scene MvPU ObjGL Data App Geometry … App is agnostic to 3D Data MvPU display architecture Service 21

  22. Tomorrow’s Display Environment is Heterogenous 22

  23. HDE: Sport Visualization Flat Panel: PoV 0 Beer Light-field Display: HMD Bird’s Eye View 0 PoV 2 Flat Panel Flat Panel: PoV 4 PoV Stat 0 23

  24. Light-field Display Architecture 24

  25. Light-field Display Developer Kit Lab Prototype Display LFD Developer Kit with With Final Lens Solution Bring-up Lenses LfD DK2 First Quarter 2018 25 https://youtu.be/oRjKKJM8IQc

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