Multi-user Systems Alexander Grest agrest@student.ethz.ch [ h t - - PowerPoint PPT Presentation

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Multi-user Systems Alexander Grest agrest@student.ethz.ch [ h t - - PowerPoint PPT Presentation

Multi-user Systems Alexander Grest agrest@student.ethz.ch [ h t t p : / / w e b . m e d i a . m i t . e d u / ~ r a s k a r / U N C / O f f i c e ] The Office of the Future Projectors Project a


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SLIDE 1

Multi-user Systems

Alexander Grest

agrest@student.ethz.ch

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SLIDE 2

The Office of the Future

[ h t t p : / / w e b . m e d i a . m i t . e d u / ~ r a s k a r / U N C / O f f i c e ]

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Projectors

 Project a video signal onto a reflective projection

screen or a translucent rear-projection screen.

 Important characteristics: Resolution, light output,

contrast, …

 Important projection technologies:

 Cathode Ray T

ubes (CRT)

 Liquid crystal (LCD)  Micro-Mirrors (DLP)  etc.

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SLIDE 4

Digital Light Processing Projector (DLP)

 Microscopic mirrors arranged in an rectangular

array on a semiconductor chip called the Digital Micromirror Device (DMD)

Mirrors can be individually rotated to an off or

  • n state.

 Colors are produced by placing a color wheel

between a white lamp and the DLP chip.

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SLIDE 5

Telepresence

 Create the illusion of physical presence of a person that

is miles away.

 Goal: T

elepresence should be indistinguishable from physical presence.

[ h t t p : / / w w w . v t c t a l k . c

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SLIDE 6

Why Telepresence is important

 Face-to-Face meetings (or the

illusion thereof) are important for business.

 Air travel is expensive (and

annoying). Apart from air fares, cost appear for

Lost productivity of being inaccessible to colleagues and away from information and corporate resources

Lost time while being in an airliner or jet lagged („opportunity cost”)

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Traditional Videoconferencing fails

 Tiny remote participants, jerky motion, poor audio, etc.  It fails the human brain's „smell test”: Experience not

realistic.

 Most people prefer real face-to-face meetings.

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SLIDE 8

Eye Contact impossible

 Important aspect of face-to-face

communication.

 Provides many communication

fundamentals, such as

Feedback

Conversational regulation (turn taking)

Expressions that punctuate emotion.

 Impossible with traditional

videoconferencing systems.

[ T e l e p r e s e n c e , E f f e c t i v e V i s u a l C

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L i g h t b y H

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a r d S . L i c h t m a n ]

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SLIDE 9

Contemporary Telepresence Systems

 Improve the experience by offering features such as

Life-size participants

Accurate flesh tones

Studio quality video, lightning and acoustics

[ T e l e p r e s e n c e , E f f e c t i v e V i s u a l C

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Still nowhere close of creating the illusion of physical presence.

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SLIDE 10

blue-c: Taking Telepresence to the next Level

 Goal: Seamless and realistic integration of a remotely

located user into a synthesized virtual space.

 User is located in a three-sided cube-like structure.  From multiple video streams, a 3D video representation

  • f the user is computed in real-time.

[ G r

  • s

s 2 3 ]

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SLIDE 11

blue-c: Setup

 Time multiplexing between image acquisition and image

projection.

 Walls are build from glass panels containing liquid crystal

layers.

Can be switched from an opaque state to a transparent state.

 Active stereo using two LCD projectors per screen.

[ G r

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s 2 3 ]

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SLIDE 12

blue-c: Image Acquisition

 Happens between the projection frames for the left and

right eye.

 User is actively illuminated during image acquisition.  Custom-build hardware to generate the neccessary

timing and trigger pattern.

[ G r

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s 2 3 ]

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SLIDE 13

blue-c: 3D Processing

 3D Processing happens in real-time on a Linux PC cluster.  A point-based representation of the user is computed.

Allows efficient streaming, rendering and 3D compositing.

[ G r

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SLIDE 14

blue-c: Demo

[ G r

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SLIDE 15

DepthCube

[ A S

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i d

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t a t e M u l t i

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l a n a r V

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u m e t r i c D i s p l a y b y A l a n S u l l i v a n ]

 Multi-planar volumetric display system.  A high speed projector projects slices of the 3D scene onto a

stack of LC shutters.

 Multi-planar anti-aliasing algorithms are used to create

continuous appearing 3D images.

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DepthCube: Applications

[ A S

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Eye Contact in One-To-Many Videoconferencing

 Major limitation of blue-c: One user per portal  One-T

  • -Many Videoconferencing: Single remote

participant attends a larger meeting.

[ J

  • n

e s 2 9 ]

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3D Image Acquisition

 4 repeated patterns

are projected onto face.

 Creates a depth map

image for the face.

 2D video feed allows

the remote participant to view their adience.

[ J

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e s 2 9 ]

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SLIDE 19

Autostereoscopic 3D Display

 2 brushed aluminium

display surfaces spinning at 900 rpm.

 Viewer's position is tracked

in the 2D video feed.

 Each projector frame can

addresses just one adience member.

[ J

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e s 2 9 ]

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Eye Contact in One-To-Many Videoconferencing

[ J

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C1x6: Multi-User 3D Display

 In 3D cinemas, there is only a single location from where

a person observes a perspectively correct view.

 C1x6: Each user is provided an individual stereoscopic

image pair (up to 6 users).

[ K u l i k 2 1 1 ]

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SLIDE 22

C1x6: Multi-User 3D Display

[ K u l i k 2 1 1 ]

 6 customized DLP projectors, each of which projects

images in one of the primary colors.

 Modern DLP projectors rotate the color wheel at least

twice per video frame while 60 Hz input is provided (→ running at 120 Hz).

This allows 6 different images at 360 Hz.

 Different polarizing of the light output of the first three

projectors than those of the second three.

12 different full-color images.

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C1x6: Multi-User 3D Display

[ K u l i k 2 1 1 ]

 Usual LC Shutters: Close quickly ( < 0.2 ms) and open

slowly ( > 2 ms).

 Double cell shutter:

Regular shutter that is transparent if no voltage is applied (NW).

Second shutter is opaque if no voltage is applied (NB).

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C1x6: Group navigation

[ K u l i k 2 1 1 ]

 Perception of a consistant virtual world of all users.

Users are placed in the same spatial configuration as in the real world (apart from scaling factor).

When virtually navigating, not all users might fit through a constriction such as a door.

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C1x6: Group navigation

[ K u l i k 2 1 1 ]

3 Detour

 Move user along a

collision-free path while maintaining a perspectivly correct rendering. 2

Disort

 Move head position of

colliding user towards head position of navigator.

 Distortion of the

perspective.

1 Stop and crowd

 Stop the navigation if

  • ne users collides.

1 Stop and crowd

 Stop the navigation if

  • ne users collides.

4 Fade

 If user is on a path

towards an obstacle, fade obstacle out.

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SLIDE 26

Multi-User Interaction in the Office

 Multi-touch tabletop  Handheld projectors  Multi-projector tiled display walls

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Multi-Projector Tiled Displays

Traditionally Today

 Single projector  … but projectors are cheap.  Flipchart with many sheets of

  • paper. Sheets can be teared off

and hanged somewhere.

 Classrooms with multiple

blackboards, often wrapping around the room. Combine multiple projectors to form a single large display surface.

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Multi-Projector Tiled Displays: Setup

 Scalable  Reconfigurable  Easily installable

Plug-and-play projector (PPP) Camera Infrared Illuminator Projector Computation Unit

[ R

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Multi-Projector Tiled Displays: Setup

 N PPPs casually arranged in a rectangular array.

Overlapping between neighbours.

 PPPs use constant IP multicast group for communication.

[ R

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Multi-Projector Tiled Displays: Registration

 Each PPP projects 4 QR codes (one per corner) containing

its IP address / port.

 Each PPP broadcasts the location of each neighbour along

with the associated IP-address.

 Each PPP builds the connectivity graph for the entire

display.

[ R

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a n 2 1 ]

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Multi-Projector Tiled Displays: Geometric Registration

 PPPs might not be perfectly aligned at their boundaries.

Visible breaks in the image content.

 Relation between the coordinates of two projectors can

be described ba a 3 x 3 matrix H called planar homography.

[ R

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Multi-Projector Tiled Displays: Geometric Registration

 QR codes are augmented with blobs embedded in the quiet zone.  Step 1: Each PPP detect self-homography between its projector

and camera.

 Step 2: Detect homographies with its adjacent projector.  Step 3: Concatenate self-homography with homography of

adjacent projectors.

[ R

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SLIDE 33

Multi-Projector Tiled Displays: Interaction

 We assume hand guestures for interaction.  No centralized server, each PPP manages observed actions of

the user.

[ R

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a n 2 1 ]

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SLIDE 34

Multi-Projector Tiled Displays: Gestures

 A gesture is a sequence of action.  If action occurs in an area that multiple PPPs overlap, the PPP

with the lowest ID is responsible for tracking it.

 If a gesture moves into the neighborhood of an adjacent PPP,

send an anticipatory message.

[ R

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a n 2 1 ]

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Multi-Projector Tiled Displays: Reactions

 React to Action, not to Gestures  Reaction monstly application specific  All PPPs might need to react to a user action.

[ R

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a n 2 1 ]

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Multi-Projector Tiled Displays: Virtual Graffiti

[ R

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Multi-Projector Tiled Displays: Map Visualization

[ R

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Multi-Projector Tiled Displays: Emergency Room

[ R

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Summary

2 1

Telepresence

Contemporary telepresence is not enough

Blue-c: Time multiplexing between image aquisition and projection

Eye contact in One-T

  • -Many

Videoconferencing

Multi-User 3D Display

C1x6: Up two 12 different images using 6 DLP projectors.

4

Group Navigation

Fade or detour.

3

Multi-User 3D Display

C1x6: Up two 12 different images using 6 DLP projectors.

5

Tiled Displays

Plug-and-Play Projectors (PPP)

Completly distributed registration, guesture- and reaction management.

2

Volumetric Displays

DepthCube

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SLIDE 40

Thank you!

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References

[Gross2003] Markus Gross, Stephan Wurmlin, Martin Naef, Edouard Lamboray, Christian Spagno, Andreas Kunz, Esther Koller-Meier, Tomas Svoboda, Luc Van Gool, Silke Lang, Kai Strehlke, Andrew Vande Moere, Oliver Staadt

blue-c: a spatially immersive display and 3D video portal for telepresence

Proceedings of ACM SIGGRAPH'03, Pages 819-827, San Diego, CA, USA, 2003. [Jones2009] Andrew Jones, Magnus Lang, Graham Fyffe, Xueming Yu, Jay Busch, Ian McDowall, Mark Bolas, Paul Debevec

Achieving Eye Contact in a One-to-Many 3D Video T eleconferencing System

Proceedings of ACM SIGGRAPH'09, Article No. 64, New Orleans, LA, USA, 2009. [Kulik2011] Alexander Kulik, Andre Kunert, Stephan Beck, Roman Reichel, Roland Blach, Armin Zink, Bernd Froehlich

C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments

Proceedings of ACM SIGGRAPH Asia '11, Hong Kong, 2011. [Roman2010] Pablo Roman, Maxim Lazarov, Aditi Majumder

A scalable distributed paradigm for multi-user interaction with tiled rear projection display walls

In IEEE T ransactions on Visualization and Computer Graphics, Vol.16, No.6, 2010.