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Realistic Image Synthesis - Perception-based Rendering & Advanced Displays- Philipp Slusallek Karol Myszkowski Gurprit Singh Realistic Image Synthesis SS20 Perception-based Rendering Karol Myszkowski Outline Perceptually based


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Realistic Image Synthesis SS20 – Perception-based Rendering

Realistic Image Synthesis

  • Perception-based Rendering

& Advanced Displays-

Philipp Slusallek Karol Myszkowski Gurprit Singh

Karol Myszkowski

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Realistic Image Synthesis SS20 – Perception-based Rendering

Outline

  • Perceptually based adaptive sampling algorithm
  • Eye tracking driven rendering
  • Binocular 3D displays
  • Autostereoscopic (Glass-free 3D) Displays
  • Parallax Barriers
  • Integral Imaging
  • Multi-layer displays
  • Holographic displays
  • Head-Mounted Displays with accommodation cues
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Realistic Image Synthesis SS20 – Perception-based Rendering

physically accurate perceptually accurate effort distribution (darker regions - less effort) 6% effort

Perceptually Based Rendering

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Realistic Image Synthesis SS20 – Perception-based Rendering

physically accurate perceptually accurate effort distribution (darker regions - less effort) 6% effort

Perceptually Based Rendering

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Realistic Image Synthesis SS20 – Perception-based Rendering

(a) intermediate images at consecutive time steps. (b) upper and lower bound images at each time step.

Perceptually Based Rendering

Traditional approach: Pair of images to compare at each time step

done good enough ? render n y perceptual error start

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Realistic Image Synthesis SS20 – Perception-based Rendering

Perceptual Error Metric

physical domain perceptual domain visual

  • rep. 1

vision model Vision model - expensive vision model visual

  • rep. 2

perceptual threshold < = perceptual difference

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Realistic Image Synthesis SS20 – Perception-based Rendering

perceptual threshold < perceptual difference physical domain perceptual domain =

Perceptually Based Physical Error Metric

physical threshold <

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physical threshold (brighter regions

  • higher thresholds)

input image threshold model 4% 30% 25%

Physical Threshold Map

Predicted bounds of permissible luminance error

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Realistic Image Synthesis SS20 – Perception-based Rendering

Threshold Model

luminance component frequency component contrast component image threshold map

Components

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Realistic Image Synthesis SS20 – Perception-based Rendering

Threshold Model

  • 1. Luminance component

2 4

  • 2
  • 4
  • 2

2 4 log adaptation luminance log threshold TVI 2% threshold due to luminance

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Realistic Image Synthesis SS20 – Perception-based Rendering

Threshold Model

  • 2. Frequency component

.1 1 10 100 10 1 log Spatial Frequency (cpd) log threshold factor 15% 2% inverse CSF threshold due to luminance + freq.

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Threshold Model

  • 3. Contrast component

(visual masking)

log contrast log threshold factor threshold due to luminance + freq. + contrast masking function 30% 15%

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Validation

= + image image + noise noise

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Threshold Model

luminance component frequency component contrast component image threshold map

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done good enough ? refine global illumination

Adaptive Rendering Algorithm

direct illumination spatial info. precompute iterate start n y perceptual error

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reference solution adaptive solution effort distribution (darker regions - less effort) 5% effort

Results

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reference solution adaptive solution effort distribution (darker regions - less effort) 5% effort

Results: Masking by Textures

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direct illumination adaptive global illumination adaptive indirect illumination 5% effort = +

Results

noisy masked

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reference solution adaptive solution effort distribution (darker regions - less effort)

Results: Masking by Geometry

5% effort

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Realistic Image Synthesis SS20 – Perception-based Rendering

reference solution adaptive solution effort distribution (darker regions - less effort)

Results: Masking by Shadows

6% effort

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Realistic Image Synthesis SS20 – Perception-based Rendering

Eye Tracking - Motivation

  • 1. Improving computational efficiency

– There is a trend towards higher resolution displays  Higher computational requirement for 3D rendering – Only a fraction of pixels is consciously attended and perceived in the full-resolution

  • 2. Improving realism

– Eye is always focused on the screen plane; nevertheless, it is possible to simulate Depth-of-Field (DoF) effect by artificially blurring out-of-focus regions according to the gaze location

  • 3. Improve perceived quality

– Human Visual System (HVS) has local adaptation property – Perception of luminance, contrast and color are not absolute and highly dependent on both spatial and temporal neighborhood of the gaze location

Images adapted from https://www.nngroup.com/articles/computer-screens-getting-bigger/

Evolution of computer screen sizes Checker shadow illusion

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Eye Tracking

  • Basic Technology:
  • Eye trackers mostly operate using infrared imaging

technology

  • Once the pupil is detected the vector between the

center of the pupil and the corneal reflection of the infrared light source is translated into the gaze location on screen coordinates

  • Requires calibration at the beginning

Corneal Reflection (also known as “glint” or “1st Purkinje Reflection”)

Images adapted from http://twiki.cis.rit.edu/twiki/bin/view/MVRL/QuadTracker and http://psy.sabanciuniv.edu

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Eye Tracking

  • Individual calibration is necessary for each observer
  • Relative location of the corneal reflection and the pupil

is different among the population due to

– Difference in eye ball radius and shape – Eye-glasses

Sample 9-point calibration grid Relative positions of the pupil and the corneal reflection

Images adapted from http://wiki.cogain.org

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Eye Tracking

  • Some of the other types of setups are used only for

specific applications since they may be highly intrusive (e.g. chin-rest eye trackers) and not comfortable for the end-users in practice

  • Head-mounted displays (HMD) offer 3D stereo and

augmented reality capabilities in addition to eye tracking

Images adapted from http://web.ntnu.edu.tw, http://youtube.com and http://techinsider.io

Chin-rest (EyeLink 1000/2000) Glasses (SMI Eye Tracking Glasses) Head-mounted displays (Oculus Rift)

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Types of Eye Motion

  • While the mechanisms are not exactly known, it is

thought that the brain performs visual suppression and compensation during saccades and smooth pursuits against motion blur on the retina.

Type Duration (ms) Amplitude (1◦ = 60’) Velocity Fixation 200-300

  • Microsaccade

10-30 10-40’ 15-50◦/s Tremor

  • <1’

20’/sec Drift 200-1000 1-60’ 6-25’/s Saccade 30-80 4-20◦ 30-500◦/s Glissade 10-40 0.5-2◦ 20-140◦/s Smooth Pursuit variable variable 10-30◦/s

Reference: Holmqvist, K., Nyström, M., Andersson, R., Dewhurst, R., Jarodzka, H., & Van de Weijer, J. (2011). Eye tracking: A comprehensive guide to methods and measures. OUP Oxford.

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Eye Tracking in Action

Adapted from T. Santini, W. Fuhl, T. Kübler, and E. Kasneci. Bayesian Identification of Fixations, Saccades, and Smooth Pursuits ACM Symposium on Eye Tracking Research & Applications, ETRA 2016.

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Visual Acuity

  • Distribution of photoreceptor cells in the retina

Adapted from R. W. Rodieck, The First Steps of Seeing, Sinauer Associates, 1998.

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  • The model resolution may be

degraded according to the visual angle and the acuity of HVS at the given angle

– Mesh structure of the model is partitioned into tiles using Voronoi diagram – Tiles are mapped to planar polygons – Remeshing into multiresolution form

Adapted from Murphy, Hunter, and Andrew T.

  • Duchowski. "Gaze-contingent level of detail rendering."

EuroGraphics 2001 (2001).

Level-of-Detail Rendering

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  • Screen-based (in contrast to

model-based methods)

  • Human eye has full acuity in

around 5◦ foveal region

  • The efficiency of image generation

can be improved by maintaining high image resolution only around the gaze location

  • Using 60Hz monitor and Tobii X50

eye tracker with 50Hz sampling frequency and 35ms latency caused artifacts for the observer

  • Results using 120Hz monitor and

Tobii TX300 with 300Hz sampling frequency and 10ms latency were tolerable

Foveated 3D Graphics

Images adapted from Guenter, B., Finch, M., Drucker, S., Tan, D., & Snyder, J. (2012). Foveated 3D graphics. ACM Transactions on Graphics (TOG), 31(6), 164.

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Foveated 3D Graphics

Video adapted from http://research.microsoft.com

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Luminance-Contrast-Aware Foveated Rendering

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Luminance-Contrast-Aware Foveated Rendering

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Effect of Depth-of-Field

  • Improves the rendering realism and enhances the

depth perception

Images adapted from Gupta, Kushagr, and Suleman Kazi, “Gaze Contingent Depth of Field Display”, 2016. Video adapted from Mantiuk, Radoslaw, Bartosz Bazyluk, and Rafal K. Mantiuk. "Gaze‐driven Object Tracking for Real Time Rendering." Computer Graphics Forum. Vol. 32. No. 2pt2. Blackwell Publishing Ltd, 2013.

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  • Circle of Confusion :

a - diameter of the lens aperture f - focal length of the lens d0- distance between the focal plane and lens dp - distance from an object to the lens

  • dp is obtained from reverse mapping of

the z-buffer

  • Addresses the artifacts due to the

depth discontinuity near object boundaries by spreading the blur

  • utside the object boundary

Images adapted from Mantiuk, R., Bazyluk, B., & Tomaszewska, A. (2011). Gaze-dependent depth-of-field effect rendering in virtual environments. In Serious Games Development and Applications (pp. 1-12). Springer Berlin Heidelberg.

Depth-of-Field Rendering

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Stereo 3D: Binocular Disparity

Comfort zone Screen Object in left eye Object in right eye Object perceived in 3D Pixel disparity Vergence Depth

Viewing discomfort

Accommodation

(focal plane)

Vergence-accommodation Conflict

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Depth Manipulation

Comfort zone

Viewing discomfort Viewing comfort

Scene manipulation

Vergence-accommodation Conflict

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“Nonlinear Disparity Mapping for Stereoscopic 3D” [Lang et al. 2010] Pixel disparity map Modified pixel disparity

Mapping function

Input pixel disparity Output pixel disparity

Other possibilities:

  • Gradient domain
  • Local operators

Function:

  • Linear
  • Logarithmic
  • Content dependent

Depth Manipulation

Vergence-accommodation Conflict

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Disparity Perception (Stereo 3D)

0.02 0.04 0.06

  • 30
  • 20
  • 10

10 20 30

Replotted from Figure 3 of Simon J.D Prince, Brian J Rogers Sensitivity to disparity corrugations in peripheral vision, Vision Research, Volume 38, Issue 17, September 1998

Sensitivity Eccentricity [deg]

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Depth

Vergence-accommodation Conflict

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Depth

Vergence-accommodation Conflict

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More depth

Depth

Vergence-accommodation Conflict

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More depth

Depth

More comfort

Vergence-accommodation Conflict

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More depth More comfort Seamless

Depth

Vergence-accommodation Conflict

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More depth Seamless Low cost

Depth

More comfort

Vergence-accommodation Conflict

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  • The region of attention may be

predicted to manipulate disparity for comfortable viewing

  • The online predictor uses Decision

Forests (DF) to predict the object category that the viewer looks at

  • A total of 13 game variables are

used for prediction (e.g. Health, Hunger, Thirst, Ammo, Distance to the closest robot, …) which are selected among 300 as the most “informative” ones (ignoring variables with little or no variability)

  • The predicted objects in the current

scene are placed as close to the plane of zero-disparity as possible

Images adapted from Koulieris, George Alex, et al. "Gaze Prediction using Machine Learning for Dynamic Stereo Manipulation in Games." IEEE Virtual Reality. 2016.

Gaze-contingent Stereo

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  • When viewing an image low-

acuity peripheral vision detects areas of interest, then HVS directs gaze to those locations

  • HVS is very sensitive to changes

in luminance (Spillmann et al. 1990) and opponent color channels (Hurvich and Jameson 1957)

  • Introduces subtle image

modulation to control the gaze direction of the observer

  • Luminance and warm-cool

modulations are studied and both are found successful

Subtle Gaze Direction

Sample patch Luminance modulation Warm-cool modulation

Images adapted from Bailey, R., McNamara, A., Sudarsanam, N., & Grimm, C. (2009). Subtle gaze direction. ACM Transactions on Graphics (TOG), 28(4), 100.

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Subtle Gaze Direction

F: Fixation point, A: Predetermined Area of Interest Goal: To direct the user attention to from F to A Modulation is applied to A and θ is monitored real-time. When θ ≤ 10◦, the modulation is terminated immediately.

Images adapted from Bailey, R., McNamara, A., Sudarsanam, N., & Grimm, C. (2009). Subtle gaze direction. ACM Transactions on Graphics (TOG), 28(4), 100.

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Subtle Gaze Direction

Images adapted from Bailey, R., McNamara, A., Sudarsanam, N., & Grimm, C. (2009). Subtle gaze direction. ACM Transactions on Graphics (TOG), 28(4), 100.

Top: Input image, Left: No modulation, Right: Modulation at white crosses

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Binocular 3D Displays

  • Capable of providing sense of 3D by simulating

binocular disparity

– Color Anaglyphs – Polarization – Shutter Glasses – Head-Mounted Displays

  • They mostly do not provide accommodation depth cue
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Color Anaglyphs

  • Left and right images are filtered using different colors (usually

complementary):

– Red – Green, Red – Cyan, Green – Magenta – Amber – Blue (ColorCode 3D, patented [Sorensen et al. 2004])

  • Limited color perception (since each eye sees only a subset of whole

colorspace)

Images adapted from http://axon.physik.uni-bremen.de/research/stereo/color_anaglyph/

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Polarization

  • Usually a wire grid filter converts the unpolarized light beam to a

polarized one

Projector Polarizing Filter Screen (preserving polarization) Glasses with polarizing filters

Images adapted from https://cpinettes.u-cergy.fr/S6-Electromag_files/fig1.pdf

Unpolarized light source Wire grid filter

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Shutter Glasses

  • Exploits the “memory effect” of the Human Visual System [Coltheart

1980]

  • Glasses have shutters which operate in synchronization with the display

system

  • Left and right eye images are shown in alternation
  • Color neutral; however, temporal resolution is reduced

IR receiver for synchronization

Images adapted from https://en.wikipedia.org/wiki/Active_shutter_3D_system

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Head-Mounted Displays

  • Separate displays for the left and right eye
  • May provide current orientation of the head (and update the

stimuli accordingly to provide a VR)

Images adapted from http://www.oculus.com

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Autostereoscopic Displays

  • Stereo displays which are viewable without special glasses or

head-wear equipment

  • Simulate an approximate lightfield with a finite number of views

– Parallax Barriers – Integral Imaging – Multi-layer Displays

Image adapted from Geng, Jason. "Three-dimensional display technologies." Advances in optics and photonics 5.4 (2013): 456-535.

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Parallax Barriers

  • Occlusion-based working principle and key features

[Ives 1903]:

Reduced resolution and brightness

There is an “optimal” distance for observation

If this aperture is too small, diffraction effects are introduced. This is a problem for high- resolution displays.

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Parallax Barriers

Video adapted from: http://www.youtube.com/watch?v=sxF9PGRiabw “Glasses-Free 3D Gaming for $5 (Parallax Barrier)”

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Integral Imaging

  • Refraction-based working principle [Lippmann 1908]:

Images adapted from http://www.3d-forums.com/threads/autostereoscopic-displays.1/

It is possible to reproduce parallax, perspective shift and accommodation depth cues. Reduction in resolution and brightness is still a problem.

There is an “optimal” distance for viewing

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Integral Imaging

3D Scene

Array of lenses (multiple cameras each with a single lens [Wilburn 2005] or a single camera with multiple lenses in front of the sensor [Ng 2005])

Elemental Images

Images adapted from Martınez-Corral, Manuel, et al. "3D integral imaging monitors with fully programmable display parameters."

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Integral Imaging

Images adapted from Martınez-Corral, Manuel, et al. "3D integral imaging monitors with fully programmable display parameters."

Integral Image as seen by the observer

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  • Smooth transitions

Multi-view Autostereoscopic Display

Multi-view autostereoscopic display

View 1 View 2 View 3 View 4 „Antialiasing for automultiscopic 3D displays” [Zwicker et al. 2006]

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  • Smooth transitions
  • Blur increases with depth

Multi-view autostereoscopic display

View 1 View 2 View 3 View 4

Weaker depth percept

„Antialiasing for automultiscopic 3D displays” [Zwicker et al. 2006]

Multi-view Autostereoscopic Display

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Multi-layer Displays

  • Improved resolution over parallax barriers and lenslet arrays
  • Provides a solution to accommodation-vergence conflict

Images adapted from Wetzstein, Gordon, et al. "Layered 3D: tomographic image synthesis for attenuation-based light field and high dynamic range displays." ACM Transactions on Graphics (ToG). Vol. 30. No. 4. ACM, 2011.

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Tensor Displays

  • Lightfield emitted by a multi-layer display is represented by a tensor where rays

span a 2D plane in 3D tensor space

  • Target lightfield is decomposed into Rank-1 tensors using Nonnegative Tensor

Factorization

  • Rank-1 tensors are shown in quick succession with a high refresh rate, which are

perceptually averaged over time by the Human Visual System

Video adapted from Wetzstein, Gordon, et al. "Tensor displays: compressive light field synthesis using multilayer displays with directional backlighting." (2012).

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Rendering images in Tensor Displays

𝑨𝑀 𝑤(𝑨𝑀) Back virtual plane Front virtual plane Target Light-fields: 𝑀 𝑤, 𝑣1 = 𝑀 𝑤, 𝑣2 = 𝑀 𝑤, 𝑣3 = 𝑆 Optimization equation : 𝑀 𝑤, 𝑣1 = 𝑦3 × 𝑧1 𝑀 𝑤, 𝑣2 = 𝑦2 × 𝑧2 𝑀 𝑤, 𝑣3 = 𝑦1 × 𝑧3

𝑤 x1 x2 x3 y1 y2 y3

𝑣1 𝑣2 𝑣3

Huang et al. (Siggraph 2015) Moon et al. (IEEE JSTSP 2017)

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Lightfield Displays

1 5 3

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Holographic display

What is the meaning of “focusing the light”?

Holographic display : generating 3D images in the air without any scatterer

Holographic display

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Focusing == interference

http://labman.phys.utk.edu/phys136

Focusing = constructive interference of multiple pixels (but it requires coherent light sources such as laser)

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Smaller pixel size == Large diffraction angle

http://www.schoolphysics.co.uk/age14-16/Wave%20properties/text/Diffraction_/index.html

LCD monitor LCoS Spatial light modulator Ideal pixel size 200 𝜈𝑛 16 𝜈𝑛 1 𝜈𝑛 0.1° 2° 30° Pixel size Viewing angle

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Ultimate 3D display: Holographic display

Ideal holographic monitor Pixel size : 1 𝜈𝑛 Screen size : 30 cm x 30 cm Resolution : 300000 x 300000 Viewing angle : 30 ° Image size : 30 cm x 30 cm Current holographic monitor Pixel size : 16 𝜈𝑛 Screen size : 1 cm x 1 cm Resolution : 1024 x 768 Viewing angle : 2 ° Image size : 1 cm x 1 cm

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Displays Comparison

1 6 4

2D Display Stereoscopic Display Autostereoscopic Display Light field Display Pictorial Cues Disparity Motion Parallax Accommodation Head-mounted Display Glasses-free Holographic Display

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Accomodation-Vergence Conflict

Visuals adapted from Akeley, Kurt, et al. "A stereo display prototype with multiple focal distances." ACM transactions on graphics (TOG). Vol. 23. No. 3. ACM,

  • 2004. and Narain, Rahul, et al. "Optimal presentation of imagery with focus cues on multi-plane displays." ACM Transactions on Graphics (TOG) 34.4 (2015): 59.
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How to change accommodation? : (1) the display position

Display

f f

Virtual Image Accommodation depth Display

f f

Virtual Image Accommodation depth

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How to change accommodation? : (2) the lens focal length

Display

f f

Virtual Image Accommodation depth Display

f f

Virtual Image Accommodation depth

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Requirement for supporting accommodation

High angular resolution or dense light fields: Accommodation Lightfield Display Towards each eye, multiple different images are projected: proper accommodation cues are generated. Front focus Back focus

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Requirement for supporting accommodation

Single ray is not enough (depth ambiguity) Mathematically, minimum two rays should be projected inside the pupil In practice, 3 rays for 1-D 3 x 3 rays for 2-D

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HMD with accommodation cues

  • Varifocal display
  • Multi-focal displays
  • Light field displays
  • Holographic displays
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Varifocal display: Deformable Beamsplitter

See-through Dynamic focal depth: objects at any depth Wide field of view Optics are simple

Membrane AR – Dunn et al.

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Membrane AR – Dunn et al.

Varifocal display: Deformable Beamsplitter

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Membrane AR – Dunn et al.

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Accommodation Response

  • Step change of fixated object depth

– Smooth and steady accommodation increase

  • up to 1 second to achieve the full accommodation state
  • ~300 ms latency

Bharadwaj and Schor, Vision Research 2004

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Rendering Chromatic Eye Aberration

Short wavelengths (blue) are refracted more than long (red). Medium wavelengths are generally in best focus for broadband lights.

CHOLEWIAK ET AL, 2017. ChromaBlur: Rendering Chromatic Eye Aberration Improves Accommodation and Realism in HMDs. Siggraph

Rendering chromatic blur can provide accommodation effect (but not fully) and improve the realism

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Multi-focal Plane Displays

  • A display prototype with multiple focal distances using

beam-splitters

Images adapted from Akeley, Kurt, et al. "A stereo display prototype with multiple focal distances." ACM transactions on graphics (TOG).

  • Vol. 23. No. 3. ACM, 2004.
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Multi-focal Plane Displays

Prototype introduced by Love et al [2009]

Images adapted from Narain, Rahul, et al. "Optimal presentation of imagery with focus cues on multi-plane displays." ACM Transactions

  • n Graphics (TOG) 34.4 (2015): 59.

Narain et al. [2015] optimize the focus cues for improved realism. Halo artifacts

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Rendering for multi plane displays: (1) linear Blending Rule

Akeley et al, Siggraph (2004) MacKenzie et al, JOV(2010)

Back virtual plane Front virtual plane

Front focus Back focus Front Back

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Rendering for multi plane displays: (1) linear Blending Rule

Front focus Back focus

Akeley et al, Siggraph (2004) MacKenzie et al, JOV(2010)

𝐽𝑜 𝐽

𝑔

𝐸

𝑔

𝐸𝑜

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SLIDE 86

Realistic Image Synthesis SS20 – Perception-based Rendering

Rendering for multi plane displays: (2) Retinal Optimization

Narainet al (Siggraph2015) Mercier et al (Siggraph Asia 2017

A focal stack

Back virtual plane Front virtual plane

Optimization objective

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SLIDE 87

Realistic Image Synthesis SS20 – Perception-based Rendering

Rendering for multi plane displays: (3) Light field synthesis

Huang et al. (Siggraph2015) Moon et al. (IEEE JSTSP 2017)

Light field

Back virtual plane Front virtual plane Viewpoint

Optimization objective

slide-88
SLIDE 88

Realistic Image Synthesis SS20 – Perception-based Rendering

Rendering for multi plane displays (3) Light field synthesis

𝑨𝑀 𝑤(𝑨𝑀) Back virtual plane Front virtual plane

Target Light-fields: 𝑀 𝑤, 𝑣1 = 𝑀 𝑤, 𝑣2 = 𝑀 𝑤, 𝑣3 = 𝑆 Optimization equation : 𝑀 𝑤, 𝑣1 = 𝑦3 + 𝑧1 𝑀 𝑤, 𝑣2 = 𝑦2 + 𝑧2 𝑀 𝑤, 𝑣3 = 𝑦1 + 𝑧3

𝑤 x1 x2 x3 y1 y2 y3

𝑣1 𝑣2 𝑣3

Huang et al. (Siggraph 2015) Moon et al. (IEEE JSTSP 2017)

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SLIDE 89

Realistic Image Synthesis SS20 – Perception-based Rendering

Comparison

Initial input Optimization Algorithm Occlusion & Non-Lambertian surfaces Linear Blending [1] Single image + depth map Fast Incorrect Retinal Optimization [2,3] Focal stack Slow Correct Light-field synthesis [4] Light field Slow Correct Ours Sparse light field Fast Correct [1] Akeley et al, Siggraph (2014) [2] Narain et al (Siggraph 2015) [3] Mercier et al, Siggraph Asia (2017) [4] Moon et al, IEEE JSTSP (2017)

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SLIDE 90

Realistic Image Synthesis SS20 – Perception-based Rendering

Hybrid optimization

Mask Decomposed images Single view Depth map Gaze direction Derived model Rendering sparse light field

Yu et al, “A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays” IEEE Transactions on Visualization and Computer Graphics (2019)

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SLIDE 91

Realistic Image Synthesis SS20 – Perception-based Rendering

Deep learning solution for various displays

XIAO ET AL, 2018. DeepFocus : Learned Image Synthesis for Accommodation-Supporting Displays. Siggraph Asia

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SLIDE 92

Realistic Image Synthesis SS20 – Perception-based Rendering

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