Rendering in VR Computer Graphic Seminar Natia Doliashvili - - PowerPoint PPT Presentation

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Rendering in VR Computer Graphic Seminar Natia Doliashvili - - PowerPoint PPT Presentation

Rendering in VR Computer Graphic Seminar Natia Doliashvili Introduction What is Virtual Reality Why have Virtual Reality Concepts: Immersion, Perception, Perceptual Modalities Adverse heath effects Latency High-Level


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Rendering in VR

Computer Graphic Seminar Natia Doliashvili

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Introduction

  • What is Virtual Reality
  • Why have Virtual Reality
  • Concepts: Immersion, Perception, Perceptual Modalities
  • Adverse heath effects
  • Latency
  • High-Level Concepts of Content Creation
  • Interaction
  • Iterative design
  • Future of VR
  • Key Components in VR

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What is Virtual Reality

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https://www.youtube.com/watch?v=eHy90mzN3XI

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History

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The Sensorama was able to display stereoscopic 3- D images in a wide-angle view, provide body tilting, supply stereo sound, and also had tracks for wind and aromas to be triggered during the film.

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The current age of virtual reality

The current age of virtual reality began in 2010, when American teenager Palmer Luckey created the first prototype of a VR headset that would evolve into the Oculus Rift.

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The current age of virtual reality

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Oculus Rift HTC Vive Sony PlayStation VR

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Why have virtual reality?

Arc rchitecture Sp Sport Med edicine The The Art rts Ent Entertainment

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Sports and Music

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Immersion, Presence and Reality trade-offs

Imm Immersion: Is the objective degree to which a VR system and application projects stimuli onto the sensory receptors of users in a way that is extensive, matching, surrounding, vivid, interactive and plot informing Pr Presence: In short, is a sense of “being there” inside a space, even when physically located in a different location. Tr Trad ade-offs: Things close to reality not necessarily being

  • better. Trade-offs of

trying to replicate reality vs. creating more abstract experiences.

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Virtual reality immersion

× Mental tal Immersi ersion - A deep mental state of engagement, with suspension of disbelief that one is in a virtual environment. × Physical sical Immersion ersion - Exhibited physical engagement in a virtual environment, with suspension of disbelief that one is in a virtual environment. 10

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Types of Virtual Reality

Non-Immers rsive

  • nly a subset of the

user's senses are stimulated, allowing for peripheral awareness of the reality outside the virtual reality simulation Se Semi-Immers rsive Semi-immersive simulations closely resemble and utilize many of the same technologies found in flight simulation Fully-Immers rsive In a fully-immersive simulation, hardware such as head-mounted displays and motion detecting devices are used to stimulate all of a user's senses

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Types of Virtual Reality

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We see things not as they are, but as we are – that is, we see the world not as it is, but as molded by the individual peculiarities of our minds – G.T.W. Patrick (1890)

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Perception

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We interact with the world through sight, hearing, touch, proprioception, balance/motion, smell and taste

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Perceptual Modalities - sight

The he fi field of

  • f vie

view is the angular measure of what can be seen at a single point in time 15

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Perceptual Modalities - touch

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Mot Motio ion Sick ckeness refers to adverse symptoms and readily available

  • bservable signs that are associated with exposure to real and/or

apparent motion. The most commen negative health effect resulting from VR usage Symptops: discomfort, nausea, dizziness, headaches etc.

Adverse heath effects

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Physical fatigue, headset fit, injury and hygiene

Hardware challenges

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Latency is the time a system takes to respond to a user’s action, the true time from the start of movement to the time a pixel resulting from that movement responds

Latency

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High-Level Concepts

  • f Content

Creation

The story, the core experience, conceptual integrity and gestalt principles

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The core experience: is the essential moment-to-moment activity of users making meaningful choices resulting in meaningful feedback.

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Aff ffecting Beha havior

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By By hav havin ing easy easy acces ccess s to to a vi virtual l comp compass ss use users ca can n easily easily red edir irect ct th themselves s aft fter perf erforming a vi virtual l tu turn and nd ret eturn to to th the int ntended di direction of

  • f tr

travel.

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Affecting Behavior

A character can be either a computer-controlled character(an agent) or an avatar.

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Transitioning to VR Content Creation

× Fo

Focus on

  • n the

he user user exp experie ience

× Min

inimize e sic sickness-inducing effe effects

× Mak

ake ae aest sthetics sec secondary

× Stu

Study hum human per erception

× Give

ive up up on

  • n ha

having all all the he act action in in one

  • ne par

art of

  • f the

he sc scene

× Exp

Exper eriment exc excessively

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Interaction

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These senses include vision (visual), hearing (aural), touch (haptic), and more

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Sensory Feedback

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The The Si Sixense ST STEM

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Oculus Tou Touch Input device are physical tools/hardware used to convey information to the application and to interact with virtual environment.

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Iterative Design

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The Future ure Start rts Now

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The ones who are crazy enough to think that they can change the world are the ones who do – Steve Jobs The best way to predict the future is to create it – Alan Kay

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https://www.youtube.com/watch?v=TckqNdrdbgk

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https://www.youtube.com/watch?v=wHOKFr5asl4

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Ho How Doe

  • es Vir

Virtual Reality Wor

  • rk?

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Key Components in VR

PC C (Personal al Co Computer)/ )/Console/ e/ Sm Smartphone Virtual reality content, which is the what users view inside of a virtual reality headset Hea ead-Mounted Disp Display A head-mounted display (also called HMD, Headset, or Goggles) is a type of device that contains a display mounted in front of a user’s eyes. Inp Input De Devices es They provide users with a more natural way to navigate and interact within a virtual reality environment.

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How Virtual Reality Headsets Work

× Senso sors rs - Magnetometer, Accelerometers, Gyroscopes × Lense ses - Lenses lie between your eyes and pixels on the display screen(s) × Displ play Screens reens - Display screens show the images that user view through the lenses × Proces cessing sing - Input Processor, Simulation Processor, Rendering Processor

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Head tracking

A system called 6DoF (six degrees of freedom) plots your head in terms of your X, Y and Z axis to measure head movements forward and backwards, side to side and shoulder to shoulder 35

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Lenses, field of view and frame rate for the resulting picture to be at all convincing

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Processing

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https://www.youtube.com/watch?v=hZ8Xj_I3aNU&t=1s

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Thanks!

Any questions?

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References

× Main source: Jerald, Jason. The VR book: Human-centered design for virtual reality.

Morgan & Claypool, 2015.

× http://www.realitytechnologies.com/virtual-reality × The Tonight Show Starring Jimmy Fallon:

https://www.youtube.com/watch?v=MTH8iuOYviw

× https://www.theguardian.com/technology/2016/nov/10/virtual-reality-guide-

headsets-apps-games-vr

× https://www.wareable.com/vr/how-does-vr-work-explained × https://www.theguardian.com/technology/2016/oct/07/virtual-reality-future-

  • culus-rift-vr

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