Human Factors and Displays for VR Graphics David Johnson.
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Transcript of Human Factors and Displays for VR Graphics David Johnson.
Visual Bandwidth
• Bandwidth of vision is probably greater than other sensory modalities– Retina bandwidth ~10 Mbits/sec
• article
– Most important sense for VR?• IMAX movie of rollercoaster can induce sensation
of motion• Images can induce sensations of taste/smell
Why Study Basis of Vision?
• If a display can match human capabilities, we are done
• If the display can’t, nice to know where to concentrate resources.
• Maybe can use tricks to suggest a higher-quality display– Optical illusions
Blind Spot test
• test
• Test– Brain fills in
Light Sensors
• Cones– Mostly in the
fovea– Blue, green,
red/yellow cones, also called short, medium, long
• Rods– Sense low levels
of light
Visual Acuity• Cycles per degree
– Like angular resolution– Humans can resolve 0.93mm spacing at 1m
– Fovea is about 1 Mpixel• 1 arc minute at fovea ( 1/60 degree)
– 20/20 vision letters are 5 arc minute letters (strokes 1 arc minute)
• Around 24K x 24K over field of view– Retina is sensitive to light levels over 10^13 range
• Dynamic
Visual Field
• One Eye– 120 degrees vertically and 150 degrees
horizontally• 60 to nose, 90 to side• 50 up, 70 down
• Binocular 200 degrees horizontal
• Eye can rotate about 50 degrees
Binocular Vision
• Humans have 120 degree binocular overlap– 2 40 degree
monocular regions
• Depth disparity perception– 0.05mm at 500mm– 4mm at 5m
Eye Motion
• Vergence - the motion of the eye to maintain binocular vision– ‘Cross-eyed’ when focus in close
• Version – eye movement in the same direction• Duction – motion of one eye• Eye makes compensatory motions when head
moving– Shake hand vs. shake head
• Saccades – eye movement to use fovea more• Microsaccades – imperceptible motions to
maintain excitation of rods and cones
Frame rate
• 60Hz frame rate is generally considered important– flicker fusion at ~60Hz
• Old movies at low rates but people weren’t sensitized to it
Overview
•Characteristics of displays
• field of view
• stereo display
• resolution issues
• brightness
HMD
• head-mounted displays (hmd)
• technology
• displays: LCDs, CRTs, OLEDs, other
• totally immersive display experience
• tend to have small FOV (as compared to a more natural FOV)
• often bulky
HMD
• two displays provide image for left and right eye
• see-through displays used for augmented reality
• semi-transparent overlays or video see-through
• What did Brooks say was an advantage of video merge vs optical merge?
HMD characteristics
•what are important characteristics?
• image resolution, brightness, contrast
• tied to visual acuity
• field of view
• the mechanics
• ergonomics, mass, moments of inertia
field of view - FOV
• field of view - can mean different things
• optical field of view - field of view as specified by the HMD optics
• rendered field of view - field of view as specified in software
• Mapping between the two of them
field of view - FOV
• field of regard - the total area over which a user can view
• afford visual integration of larger space
• for HMDs this is generally 360 degrees
• provided the head is tracked
• for projection systems, generally closer to 180 degrees
• CAVE varies
hmd display optics• optics between the image plane
and the user’s eye produce a virtual image farther away from the eye
• reduces accommodative effort
• ideally out a few meters to help cancel out convergence/accommodative rivalry
• optics magnify pixel granularity!
• other distortions?
• Leep optics – radial falloff – needs defocus
eye
optics
screen
virtual imagefocus distance
HMD displays
•CRT-based HMDs
• electron beam aimed at phosphorescent screen, resulting in emitted light
•generally good picture quality
•but often heavier and much more expensive
•Now rare
example of CRT-based HMD
•Datavisor HiRes, Datavisor 80
Datavisor HiRes: 1280x1024, 1.9’/pixel, 42° fov (100% overlap),
about 4lbs, uses monochrome CRT w/ color filter shutters
Datavisor 80: 1280x1024, 3’/pixel, accommodation at
infinity, 80° diagonal fov, 120° with 20% overlap, about 5lbs
nvis nVisor SX• liquid crystal on silicon (LCoS)
• LCD-type device by CRLOpto
• 0.9” microdisplay with 1280x1024 resolution
• horizontal fov: 47°, weight: 2lbs
• good image quality, brightness, and contrast
LCD-based hmds
• in general, LCD HMDs have been less expensive and lighter
•however,
• usually, much lower resolution
• poorer image quality
• lower brightness, contrast
• improvements in LCD technology but VR just now catching up
LCD-based HMDs
•Virtual Research V8
• 640x480 resolution
• approx 45° fov (100% overlap)
• lightweight: ~2lbs
• inexpensive: ~$12k
other HMDs
• Kaiser• resolution 1024x768
• about $15k
• uses active matrix LCD screens
• 2.3’/pixel
• 40° fov
• just over 2lbs
• OLED-based HMDs - better brightness than LCDs, 800x600
• good image quality, lighter
• $5k, but with low fov (28°)
• may have short life span
Kaiser ProView XL50
5DT HMD 800
Sensics
• First new HMD in some time
• Array of microdisplays• OLEDs• Panoramic field of
view• 2.9’/pixel
setting up stereo• monocular: image viewed with one eye only
• bi-ocular: both eyes see the same image
• binocular: each eye sees its own image
• HMDs approximate stereo vision by showing a user left and right eye images• what if the person can’t fuse stereo?
• What about vergence?
• what about IPD?• IPD = inter-pupillary distance
• is this important?
• most HMDs do not provide enough control over the exact settings
perception and fov/stereo
• common explanations for problems in VR:
• too small fov
• didn’t use stereo
• stereo was configured improperly
• truth of the matter is that no one really knows in general for all situations
• requires specific experimentation with
• different setups, tasks, and applications
• FOV is likely important for speed of localizing
• stereo is likely very important for near field interaction
other pros/cons of HMDs
•definite advantages:
• fully immersive
•disadvantages:
• bulky, heavy, obtrusive
• poor resolution, mismatch between accommodation/convergence
•other comments?
projection displays
• setup a projector, aim it at a screen
• you’re doing VR research!
•actually a little more complex than that
•goal is to surround user with the virtual environment
•good concept
• potentially reduces locomotion abilities
• capability to increase resolution dramatically
• tiling the display projectors
cave
• cave
• CAVE Automatic Virtual Environment
• developed at U Illinois-Chicago - 1992
• did you know CAVE is trademarked?
stereo with projection vr
•with HMDs, stereo vision is potentially easier (minus bad artifacts)
• two images, one for each eye
• for projection vr, you have two choices
• active stereo
• passive stereo
active stereo
• shutter glasses are required
• left and right eye shutters on the glasses synchronize with images coming from projector
• crystal eyes
• transmitter synced up with graphics/projector system
• turns right and left shutters on/off
passive stereo
•use the polarization of light to passively send stereo
• two projectors per screen, each with different polarizing filters
• left and right eyes of glasses allow the correct polarized light through
• potentially less expensive
• people just wearing “sun glasses”
important stereo issues
• generally, very expensive!• requires extremely bright projection systems
• projectors must be capable of high refresh rates (120Hz) for active stereo
• bright projectors are required due to issue with light efficiency• first off, about half of light is lost due to left/right
switching glasses
• passive stereo - between 12% and 59% depending on setup
• Screen transmission
other painful issues with projection vr
• alignment matters
• for stereo setups, especially passive stereo, alignment is crucial
• for tile-able displays with high resolution
• images must overlap and blend
other painful issues with projection vr
• actually, should be able to project on any surface
• large set of research devoted to
• automatic alignment
• image blending, color matching
• projection onto arbitrary surfaces
• not just flat walls
Desktop VR
• Also known as “fishtank” VR
• Use computer monitor– Track head– Stereo from shutter
glasses