Virtual reality Ats Kurvet Definition Virtual Reality a three - - PowerPoint PPT Presentation

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Virtual reality Ats Kurvet Definition Virtual Reality a three - - PowerPoint PPT Presentation

Virtual reality Ats Kurvet Definition Virtual Reality a three dimensional, computer generated simulation in which one can navigate around, interact with, and be immersed in another environment. (John Briggs - The Futurist) Virtual


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SLIDE 1

Virtual reality

Ats Kurvet

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SLIDE 2

Definition

  • Virtual Reality — a three dimensional, computer

generated simulation in which one can navigate around, interact with, and be immersed in another environment. (John Briggs - The Futurist)

  • Virtual Reality — the use of computer technology

to create the effect of an interactive three- dimensional world in which the objects have a sense of spatial presence. (Steve Bryson - NASA Ames)

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SLIDE 3

Augmented reality

https://www.f35.com/about/capabilities/helmet

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SLIDE 4

Presence & perception

  • Presence is the feeling of really being

someplace else.

  • Different barriers of entry for different people.
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SLIDE 5

Technical requirements for presence

  • 6 degrees of freedom movement

– rotational accuracy < ¼ degrees – Translational accuracy < 1mm – rock –solid tracking

  • > 90 frames per second

– low pixel persistence < 3ms

  • < 20ms latency – motion-to-photon time
  • > 1k resolution per eye
  • > 110 degree field of view
  • Calibrated, quality optics
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SLIDE 6

http://www.destructoid.com/crescent-bay-gives-me-hope-for-the-consumer-oculus-rift-283475.phtml

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SLIDE 7

Tracking

  • Inertial Measurement Unit at 1kHz
  • gyroscope
  • magnetometer
  • accelerometer

– Can not do absolute tracking

  • Tracking camera

– 60Hz – 19ms latency, 2ms for vision processing – Absolute tracking combined with IMU data and predictions

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SLIDE 8

Low persistence

  • Rolling shutter

– 3ms band of light moving across the screen from right to left – Temporal offset for eyes

  • Global display would be nice.
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SLIDE 9

Resolution and field of view

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SLIDE 10

Optical distortion correction

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SLIDE 11

Optical distortion correction example

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SLIDE 12

Timewarp

  • Reproject frame before sending it to the

display.

17 m s Game Draw GPU

Input Sample (t=1ms)

Latency: 17ms – 4ms = 3ms

Pre-rendering Sample (t=5ms)

Time Warp Sample (t=14ms) Unreal engine integration

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SLIDE 13

Audio

  • Binaural audio
  • Oculus licensed

RealSpace 3D Audio by Visisonics

– Uses head-related transfer function.

http://www.neumann.com/? lang=en&id=current_microphones&cid=ku100_description

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SLIDE 14

Input

  • Unsolved with no clear end goal

in sight

– Track what and how – Latency – Haptic feedback

  • Optical vs magnetic vs

something else?

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SLIDE 15

Design considerations

  • Design for what input?
  • Stairs are bad and other cases of motion sickness.
  • Sitting experience/limited movement.
  • Social interaction
  • Sprites look bad so do normal maps
  • Performance is at a premium
  • Design visuals around lower resolution
  • Uncanny valley
  • Use real world dimensions
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SLIDE 16

Cave Automatic Virtual Environment

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SLIDE 17

Sources & Extras

  • http://design.osu.edu/carlson/history/lesson17.html
  • http://media.steampowered.com/apps/abrashblog/MAbrash%20GDC2013.pdf
  • https://de45xmedrsdbp.cloudfront.net/Resources/files/UE4-Integration-and-Demos_OC-100270768.pptx
  • http://doc-ok.org/?p=1057
  • http://www.roadtovr.com/what-does-it-look-like-in-the-oculus-rift/