Virtual Reality Frode Opdahl - frode.opdahl@uit.no What is VR? - - PowerPoint PPT Presentation

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Virtual Reality Frode Opdahl - frode.opdahl@uit.no What is VR? - - PowerPoint PPT Presentation

Virtual Reality Frode Opdahl - frode.opdahl@uit.no What is VR? Merriam-Webster defines VR as: "... an artificial world of images and sounds created by a computer that is affected by the actions of a person who is experiencing it."


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Virtual Reality

Frode Opdahl - frode.opdahl@uit.no

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What is VR?

Merriam-Webster defines VR as:

"... an artificial world of images and sounds created by a computer that is affected by the actions of a person who is experiencing it."

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Basic Concept

  • An artificial environment is generated and displayed to the user
  • There they are typically able to:
  • Look around
  • Interact
  • Hear sounds
  • Etc.
  • External stimulus is robbed for higher immersion
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This is VR

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But this is also VR...

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Virtual Reality isn't a new thing

VR Arcade Nintendo Virtual Boy (95-96) But it hasn't had much commercial success...

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So why all the hype now?

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We are in the future

(Compared to 20 years ago...)

  • Computers are powerful enough to render detailed worlds with high

frame rates

  • Display technology is a lot more advanced
  • More advanced motion tracking and sensors
  • People are more familiar with technology
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Head-Mounted Displays

  • User puts on a headset
  • An artificial world is rendered on two displays, one for each eye,

creating a stereoscopic effect

  • When the user moves his head, the artificial world's viewport is

moved correspondingly

  • This gives the illusion that the user is in the virtual world
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VR in 2016

  • Head-mounted display (HMD) are all the rage
  • They generally have:
  • Head tracking
  • High resolution displays
  • One for each eye
  • Lenses
  • Audio ports / Headphones
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The two types of HMDs

  • Mobile HMDs
  • Uses your smartphone
  • Google Cardboard
  • Samsung Gear VR
  • Has built in lenses
  • Most popular
  • Cheap but not that powerful

Google Daydream

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The two types of HMDs

  • Designated VR Kits
  • Oculus Rift, HTC Vive, PlayStation VR
  • Requires a powerful computer
  • Advanced displays
  • ~1080x1200 per eye
  • 90-120Hz refresh rate
  • 3D positioning and 3D controllers
  • Powerful but expensive!

HTC Vive

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Creating a VR experience in a headset

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Rendering the 3D world

  • The same as rendering on a normal monitor
  • "All" 3D engines can be made to work with VR
  • To achieve depth we want to render two images, one for each eye
  • Simplified thinking:
  • Render left eye, move camera ~7cm to the right, render right eye
  • Display it on screen, we have depth inside a 3D world on our

headset!

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Not quite that simple... We have to think about how the eye works

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An eye focuses on objects at three different distances (near, medium, infinite)

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An eye failing to focus on a very close real screen, and being able to focus on the virtual image of the same real screen created by an interposed lens

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Creates a Virtual Image of a screen that is further away and larger than it really is

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Display Perceived Image

Distorted Image Problem

User sees a warped image

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The Solution

Displace the image before it is displayed on the screen Display Perceived Image

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What is rendered on the display What the user sees

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This is expensive...

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How much work is required

  • 720p @ 30Hz: 27 million pixels/sec
  • 1080p @ 60Hz: 124 million pixels/sec
  • 30" Monitor 2560x1600 @ 60Hz: 245 million pixels/sec
  • 4k Monitor 4096x2160 @ 30Hz: 265 million pixels/sec
  • VR 1512x1680x2 @ 90Hz: 457 million pixels/sec
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You can do some tricks for better performance

  • No need to render black part

since the user can't see it

  • Render more pixel at the center

and less at the edges

  • Still only about 30% reduction
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How do you track the user?

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Tracking

  • Gyroscopes work well, but only tracks rotation
  • Used a lot by mobile HMD
  • For designated HMD we want 3D positioning...
  • Want it to accurate (millimeters)
  • Want it low latency
  • There are many different ways to do this
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HTC Vive 3D Tracking

  • "Lighthouse"
  • Cheap and effective tracking
  • Requires two light emitters which periodically

flashes a light and two lasers pans the room

  • Every device looks for the lights emitted from the

stations

  • Time difference between seeing light flash and

seeing laser is used to calculate the position in 3D

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Link it together

  • Use the tracking data as input for 3D program
  • User moves to the left, move the camera to the left etc...
  • Same as using a analog stick in a computer game, but with your

head

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So how do we use this?

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Making a VR program

  • Incorporate VR into an existing engine
  • Difficult/Complex
  • OpenGL, Direct3D
  • Use an engine that already supports VR (let's look at this)
  • Simple if you're familiar with the engine
  • Unity, Unreal 4
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Lets look at

  • Very popular cross-platform game engine
  • High level, drag-and-drop interface
  • Already has VR support for:
  • Oculus Rift, Google Cardboard, HTC Vive, PlayStation VR, Gear VR, Microsoft

Hololens (AR), Google Daydream

  • Technical details around VR is already done for you
  • More about designing for VR, than implementing VR into your program
  • If you know Unity, creating a VR program is no harder than creating any other type of

program

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Short demo of Unity

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So what VR experiences already exists?

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Video Games!

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VR Experiences

theBlue, underwater sightseeing Invasion, short VR film

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Helping paralysed people feel their legs Training surgeons

Medical applications

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Relaxing chronic patients Video game to cure amblyopia (lazy eye)

Medical applications

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Criticism and the future

  • "Its an expensive niche"
  • Uncertain future, will people buy and use VR products?
  • Many big companies are investing into VR
  • Predicted to be almost 100 million VR devices by 2020
  • Will it go the way of 3D TVs?
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Conclusion

  • Virtual reality is a rapidly growing industry and its already here
  • The basic concept behind the technology is simple
  • Developing the technology behind VR is complicated
  • Developing programs using VR is fast and easy
  • How to use VR properly is harder than programming it