Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Human Vision and VR - Power of Play 2017

0 views

Published on

What is known about human stereopsis and how does it impact VR design? Ron Herschel's presentation reviews what appears to be the nonmaterial aspects of human vision such as perception, imagination, memory, and comprehension. Gain insights from his speculations on the minimum space-time requirements for VR such as viewer motion (eye tracking), resolution, and parallax. His presentation covers gaming VR display and other commercial applications including remote control robotic surgery.

Presented as part of the VR-AR Track at Power of Play 2017 hosted by the Washington Interactive Network.

Published in: Technology
  • Be the first to comment

  • Be the first to like this

Human Vision and VR - Power of Play 2017

  1. 1. 10TH ANNUAL VIDEO GAME AND INTERACTIVE ENTERTAINMENT CONFERENCE Presented by and Ron Hershel President Hershel Consulting Human Vision and Virtual Reality
  2. 2. Human Vision and Virtual Reality Ron Hershel Hershel Consulting Corvallis, OR ronh9@comcast.net
  3. 3. The Challenge of VR  The goal of VR is to reproduce a visual scene to the viewer that is visually indistinguishable from reality  Without shortcuts, that goal is extremely challenging: 110o FOV VR retinal display (1’ acuity) = 34Mb/frame x 30 frames/sec x 2 eyes = 2Gb/sec which is 50X HD Blu-ray (40Mb/sec)
  4. 4.  Resolution peaks at 1 arcmin or better near the center of vision and drops rapidly towards the periphery  A visual scene is created by a sequence of saccades or rapid eye movements between fixation points (FP) where vision is masked during each saccade trajectory Shortcuts from Vision Science  Accommodation insures the best visual acuity at each FP while giving little information about depth  Eye tracking and RAD compression offer a 1000:1 bitrate reduction w/o sacrificing quality  Saccades are reduced to fading out of the last RAD while fading in the new  A fixed focal plane or surface can be used in VR displays  Human vision is very sensitive to parallax Eye tracking should locate pupil position to within 0.2mm
  5. 5. Retinal Acuity Distribution, RAD Acuity peaks at the center of vision (0) and drops off to 50% at a 0.5 radius. Acuity then declines rapidly to 1% at 50. linear scale 0.05 0.5 5 50 Radius RetinalAcuity 1.0 0.1 0.01 0.5 1.0 0.5 0 0 25 50
  6. 6. RAD Compression 1000 800 600 400 30 50 70 90 110 FOV (degrees) CompressionRatio Performing RAD compression, ETVR can realize nearly a 1000:1 bitrate reduction compared to a 110 FOV VR without eye tracking.
  7. 7. FR1 FR2 FR3 Visual imagery, is constructed from a sequence of “snapshots” in space and time, obtained by rapid eye movements between successive FP’s, called saccades whose trajectories are ballistic (no mid-course corrections). Microsaccades correct trajectory errors as well as perform other vital functions and occur within a 0.5 radius, called the fixation region (FR). Saccades
  8. 8. RAD1 When the saccade velocity exceeds a few degrees per second, vision is masked from the brain. You can prove this to yourself. Look into a mirror and alternate your focus between the left and right pupils. You will notice no movement of your eyes! RAD2 RAD3 Saccade Masking In ETVR, saccadic motion is reduced to fading out the last RAD and fading in the next.
  9. 9. Eye Tracking Virtual Reality, ETVR  In summary, ETVR provides authentic VR experience at very low bitrates, using shortcuts provided by vision science.  Uses a display that tracks viewer fixation regions, coupled to retinal acuity compression algorithms, to reduce bitrates 1000:1 as compared to VR without eye tracking.  The adaptive display relies on high speed (1kHz) eye tracking to accurately predict saccadic trajectories with the potential to sizably reduce visual latency.  When other shortcuts are employed, bitrates are further reduced to < 512Kb/sec for high quality FOV 110 VR
  10. 10. Data Compression 1 VR User Server w/o ET 4000 VR Users Server ETVR Download
  11. 11. Where Do We Go From Here?  To discover new applications of ETVR to enhance visual interaction in work, play, and science.  To explore saccadic patterns that can be linked to a variety of health conditions, including vision.  To further advances in remote controlled robotic tools to support remote surgical procedures, HASMAT and defense applications, and modern manufacturing.
  12. 12. And to unfold the secrets of vision… Memory, imagination, thought, and comprehension in vision require astronomical speed and memory and hence must occur in another reality. Thank You

×