The Allosphere

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    The Allosphere - Presentation Transcript

    1. Allosphere@CNSI: Towards a fully Immersive and Interactive Scientific Experience
    2. in partnership with the California Nanosystems Institute MAT/CNSI allosphere @ CNSI What is a Digital Media Center doing in a Nanosystems institute?
      • A team of digital media researchers at UCSB has been fostering a cross-disciplinary field that unites science and engineering through the use of new media
      • Allosphere = Integration + availability to a larger community
      Description and Goals
    3. Allosphere Steering Committe
      • JoAnn Kuchera-Morin (Media Arts and Technology Initiatives)‏
      • Xavier Amatriain (Media Arts and Technology Initiatives)‏
      • Jim Blascovich (Psychology)‏
      • Forrest Brewer (Electrical and Computer Engineering)‏
      • Keith Clarke (Geography)‏
      • Steve Fisher (Life Sciences)‏
      • B.S. Manjunath (Electrical and Computer Engineering)‏
      • Marcos Novak (Media Arts and Technology/Arts)‏
      • Matthew Turk (Media Arts and Technology/Computer Science)‏
      • T.B.D. (California Nanosystems Institute)‏
      • The Allosphere
        • synthesis, manipulation, exploration and analysis of large-scale data sets ....
        • environment that can simulate virtually real sensorial perception providing multi-user immersive interactive interfaces
          • research into
            • scientific visualization, numerical simulations, data mining, visual/aural abstract data representations, knowledge discovery, systems integration and human perception
      Description and Goals
      • Allosphere and other labs hosted in UCSB’s California Nanosystems Institute (CNSI)‏
      The Building
      • The space itself is already a part of the final instrument:
      The Space
        • three-story anechoic sphere, ten meters in diameter, containing a built-in spherical screen.
      • Once equipped, the CNSI Allosphere will be one of the largest immersive instruments in the world.
      The Features
        • unique features: true 3D spherical projection of visual and aural data, and sensing and camera tracking for interactivity .
      • The AlloSphere is situated at one corner of the CNSI building, surrounded by different media labs.
        • Visual Computing
        • Interactive Installation
        • Immersion/Eversion
        • Robotics
        • Plurilabs
      Other MAT Labs at CNSI
    4. Research in the Allosphere
      • Inherent research comprises all of the activities that use the instrument as a research framework for immersive, multimodal environments:
      Inherent Research
      • Sensor and Camera Tracking Systems
        • research related with computer vision as well as innovative interfaces and sensor networks that might be used to capture user interaction
      Inherent Research. Interactivity
      • System Design and Integrated Software/Hardware Research
        • integration of the different hardware and software components at play
      Inherent Research. Systems
      • Immersive Visual Systems Research
        • re-creation of an immersive visual space in a spherical environment
      Inherent Research. Visual
      • Immersive Audio Systems Research
        • re-creation of a virtual 3D sound environment in which sources can be placed at arbitrary points in space with convincing synthesis and that allows to simulate the acoustics of real spaces
      Inherent Research. Audio
      • Functional research includes those activities that will use the Allosphere as a tool for scientific exploration:
      Functional Research
      • Multidimensional knowledge discovery
        • deal with issues such as highly dimensional feature descriptors, similarity metrics, and indexing
        • Machine learning , image data mining and understanding...
      Functional Research. Knowledge
      • Analysis of complex structures and systems
        • Constructing the next generation of engineering paradigms requires a mechanism for rapid simulation, visualization and exploration supporting phenomena at multiple physical and temporal scales
      Functional Research. Complex Systems
      • Human perception, behavior and cognition
        • valuable instrument for behavioural scientists interested on the impact of virtual environments, large scale visualization, or spatial hearing.
      Functional Research. Psychology
      • Cartographic display and Information Visualization
        • remote sensing and geographic information science the opportunity to explore the potential of “inside-out” global data displays as tools for collective decision-making
      Functional Research. Cartography
      • Artistic scientific visualization/auralization
        • artistic principles are driving research into real-time interactivity and human manipulation of complex scientific data structures
      Functional Research. Artistic Visualization
      • Most of the research in the Allosphere (Functional and Inherent) has a direct mapping into future forms of Entertainment and Edutainment .
        • We envision collaboration from the Entertainment Industry
      The Future of Entertainment
    5. Prototype Projects in the Allosphere
    6. Prototype-driven System
      • State-of-the-art system: still many open research questions need to be addressed.
      • We want content to drive the system design.
      • For that reason we are prototyping the instrument with different projects/requirements.
    7. The Allobrain
      • In collaboration with UCLA Brain Imaging Institute, Marcos Novak and many MAT/CREATE students (view video)‏
    8. Quantum Spin Precession
      • In collaboration with Prof. David Awschalom and Spintronics lab. Audiovisual model for coherent electron spin precession in a quantum dot
    9. Multicenter Hydrogen Bond
      • With Anderson Genotti – Matrerials Researcher and discoverer of the Hydrogen Bond – and Prof. Van De Walle. Visualization and multi-modal representation of unique atomic bonds for alternative fuel sources (view video).
    10. NanoCAD in the Allosphere
      • In collaboration with BinanGroup's NanoCAD
    11. Alloproteins
      • In collaboration with the Chemistry/CS department using Chromium and Vmd
    12. An Engineering Challenge
    13. Innovation
      • The Allosphere presents innovative aspects in respect to existing environments such as The Cave
        • Spherical environment with 360 degrees of visual stereophonic information: spherical immersive systems enhance subjective feelings of immersion, naturalness, depth and ``reality''.
        • It is fully multimedia as it combines latest techniques both on virtual audio and visual data spatialization. Combined audio-visual information can help information understanding but most existing immersive environments focus on visual data.
    14. Innovation
        • Completely interactive and multimodal environment, including camara tracking systems, audio recognition and sensor networks.
        • Pristine scientific instrument - e.g. the containing cube is fully anechoic chamber and details such as room modes or screen reflectivity have been studied.
        • Multiuser : Its size allows for up to 15 people to interact and collaborate on a common research task.
    15. An Engineering Challenge
    16. An Engineering Challenge The Visual subsystem
      • Allosphere display can only be compared to high-end state of the art planetariums (Gates planetarium at Denver Museum of Nature&Science or Griffith Observatory in LA)
      • Some AlloSphere requirements are considerably more demanding
        • Variety of types of graphics including smaller size text
        • Bright backgrounds and accurate color
        • Stereo projection
        • Excellent system flexibility and expandability
      Overview
    17. Overview
      • Key Design Parameters
        • Display quality/performance
        • Mechanical/facilities constraints
        • Overall system architecture, configuration management, automation, calibration
        • Cost
      • Secondary Concerns
        • Aging
        • Maintenance
        • Upgrades
        • Acoustic performance (of video equipment)‏
      The Visual subsystem
    18. Display Brightness
      • What is required?
        • Eyestrain-free operation over a decent range of color values
        • Brightness levels at or above photopic threshold for good contrast and color acuity
        • High resolution
        • Stereo/mono operation
      • Given:
        • Screen area: ~320m 2
        • Projector overlap factor: 1.7
        • Screen gain, direction averaged: 0.12
        • 14 projectors with a max. 3K lumens/projector
      • Simulation results
        • ~10 cd/m 2 screen luminance per 42,000 lumen of total light input
      • Recommendations
        • 0.7 – 5 cd/m 2 recommended for multimedia domes
        • 50 cd/m 2 for cinema projection (SMPTE)‏
      • Conclusion
        • 42K lumens is good enough for most applications
      Display Brightness
      • Active stereo introduces more than 50% loss in brightness but ...
        • 5 cd/m 2 is still in the high-end of recommendations for domes
        • Active stereo introduces a dramatic gain in subjective quality perception.
      • On the other hand, we cannot project much more than that because of:
        • Back reflections
        • Cross-reflections
      Display Brightness
      • “ Eye-limiting resolution” is not feasible (right now)‏
        • Approx. 150M pixels required to achieve in 30lp/deg (1 arc minute) in all directions
      • 11 lp/deg (3 arc minute) is the recommended value for domes
        • 20M pixels, 14 projectors
      Resolution
      • Design requirements relate to all aspects of system design
        • Projector side
          • Best image quality, usually combined with color correction.
          • Limited configuration
          • Lower cost and higher flexibility
        • Dedicated hardware
          • Lower latencies
          • DLP projectors are problematic due to the extra frame buffer latency
        • Custom Software Infrastructure?
      Image Warping and Blending
    19. An Engineering Challenge The Audio subsystem
    20. Audio Requirements
      • “ Ear-limited” audio rendering
        • Flat freq. response 20 Hz – 22kHz
        • Dynamic Range 120 dB
        • SNR>90 dB
        • T60 < 0.75 sec
        • Spatial Accuracy: 3 ° in horizontal axis and 10° in elevation
    21. Spatial Audio
      • Examples of Spatial audio: stereo, surround...
      • Geometrical model-based spatialization
        • Mono source + dynamic positioning
        • Three “standard” techniques:
          • Vector-based amplitude panning
          • Ambisonic spatialization
          • Wafefield Synthesis
    22. Wavefield Synthesis
      • Huygens principle of superposition: many closely spaced speakers create a coherent wavefront with an arbitrary source position
      • 3D WFS has still not been attempted because of computational complexity (3D KH integral) : can use Ambisonics on the z axis
    23. Spatial Techniques
      • All these techniques present pros/cons and interesting research problems
        • We already have a framework that can effectively combine them
      • Spatial audio: huge success in the near future
      • Number of speakers depends on the specific technique
        • but in order to have a reasonable spatial resolution we need ~ 500 speakers
      • The technology to use (electrostats, ribbon, tweeter array...) is also still under discussion.
    24. Input Sensing & Multimodal HCI
    25. Interactivity
      • Dynamic , user-driven environment – how to best give users the ability to interact with data in effective, compelling, and natural ways?
      • Powerful techniques for navigation, selection, manipulation, and signaling
      • Sense and perceive human movement, gesture, and speech via a network of sensors
        • Cameras, microphones, haptic devices, etc.
        • Multimodal interaction!
    26. Computing Infrastructure
    27. Integration
      • A typical multi-modal AlloSphere application will integrate services running on multiple hosts on the LAN that implement a distributed system composed of:
        • input sensing (camera, sensor, microphone),
        • gesture recognition/control mapping,
        • interface to a remote (scientific, numerical, simulation, data mining) application,
        • back-end processing (data/content accessing),
        • A/V rendering and projection management.
    28. Integration
      • Still need software infrastructure to distribute the different graphic pipes from the generation engine to the render farm
      • Develop ad-hoc visual generation software engine and interconnection with data streams.
      • Efforts need to be put forward into building this intermediate integration/coordination layer by combining several specialized packages
        • Cyberinfrastructure grant presented (Hollerer, Wolski and Shea)‏
    29. Video Generation Subsystem
      • In order to generate high resolution (1920x1200@120Hz) in active stereo we need high end video cards
      • Sample rendering farm for 14 stereo channels: 7 servers with one Quadro FX5600 in each one.
      • Blending and warping managed mostly at the projector side.
      Sample video generation unit with a render Linux Box with an NVidia Quadro 5600 (still to appear ) feeding two Christie Mirage S2K+
    30. Video Distribution
    31. Video Distribution
    32. Audio Generation Subsystem
      • Problem: Distribute 500+ channels of hi-fi audio to speakers
        • Distributed rendering
          • ~1.3 Gbps (at 24bit/96kHz)‏
          • Multichannel audio streaming over network: Yamaha's mLan, Gibson's Global Information Carrier, Sony's Supermac...
          • Sample synchronous output: Steve Butner's EtherSync
          • Network interface box to be custom built
        • Single Render Point
          • Develop custom DSP hardware
          • Harder signal distribution
    33. Audio Generation Subsystem
    34. Audio Generation Subsystem
      • Synthesis/Processing Software: Audio team has extensive experience in developing such software and has ready-to-use frameworks such as CLAM (Amatriain, ACM MM Best Open Source Software 2006); CSL (Pope)‏
    35. Open Research Areas and People
      • Graphics (Hollerer)‏
      • Audio (Amatriain)‏
        • Auralization (Roads)‏
        • 3D Audio (Pope)‏
      • Systems (Hollerer, Brewer, Butner, Pope, Amatriain)‏
      • Interactivity (Turk, Kuchera-Morin, Amatriain)‏
      • Experiential Signal Processing (Gibson)‏
      • HPC, Optimization (Wolski, Krintz)‏
      • Content Creation
        • Visual (Legrady)‏
        • Music (Kuchera-Morin)‏
        • VW (Novak)‏
    36. Open Research Areas and People
      • Nanoscale systems representation (Oster, Garcia-Cervera)‏
      • Brain Imaging (Grafton)‏
      • Molecular Dynamics (Shea)‏
      • GIS (Clarke et al.)‏
      • Bio-imaging: (Fisher, Manjunath)‏
      • Perception (Loomis, Beall...)‏
    37. http://www.mat.ucsb.edu/allosphere THANKS!
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