• 2016-01-26 Presented on group meeting
• [UIST 2015] FoveAR: Combining an Optically See-Through Near-Eye Display with Spatial Augmented Reality Projections
by Hrvoje Benko, Eyal Ofek, Feng Zheng, Andrew D. Wilson
The presentation avails a brief journey through the presently booming area of 3 dimensional television. It gives a brief introduction, peeps into the history, discusses the production technology involved and incorporates the basic architecture. The presentation will also be informative in case of 3D channels and the health effects. The presentation also accompanies some cool transitions, which makes it attractive as well, beyond its informative status. A presentation which was prepared for my college seminar, i can assure you that it is ideal for similar purposes.
This is my presentation PowerPoint for the English course in 2nd college year.
It's a group presentation in English.
The topic is "3D Technology"
Please see my blog: http://autekroy.blogspot.tw/2014/03/introduction-to-3d-technology-3d.html
下面是我們組別在大二的英文課時所製作的上課報告投影片
這份主題是 3D 科技!
由於是英文報告,所以大部分投影片內容沒有中文,不過有些英文難字還是有中文解釋。
請看我的部落格: http://autekroy.blogspot.tw/2014/03/introduction-to-3d-technology-3d.html
Please feel free to use it after adding this blog as an reference. (http://autekroy.blogspot.tw) If there is any mistake or comment, please let me know. :D
歡迎使用與分享任何內容,但請記得標示此部落格為出處。(http://autekroy.blogspot.tw) 如果有發現任何的錯誤與建議請留言或跟我連絡。 : )
Driven by the recent resurgence of 3D cinema, depth cameras and stereoscopic displays are becoming commonplace in the consumer market. Introduced last October, Microsoft Kinect has already fostered gesture-based interaction for applications well beyond the intended Xbox 360 platform. Similarly, consumer electronics manufacturers have begun selling stereoscopic displays and inexpensive stereoscopic cameras. Most commercial 3D displays continue to require cumbersome eyewear, but inexpensive, glasses-free 3D displays are imminent with the release of the Nintendo 3DS.
At SIGGRAPH 2010, the Build Your Own 3D Display course demonstrated how to construct both LCD shutter glasses and glasses-free lenticular screens, providing Matlab-based code for batch encoding of 3D imagery. This follow-up course focuses more narrowly on glasses-free displays, describing in greater detail the practical aspects of real-time, OpenGL-based encoding for such multi-view, spatially multiplexed displays.
The course reviews historical and perceptual aspects, emphasizing the goal of achieving disparity, motion parallax, accommodation, and convergence cues without glasses. It summarizes state-of-the-art methods and areas of active research. And it provides a step-by-step tutorial on how to construct a lenticular display. The course concludes with an extended question-and-answer session, during which prototype hardware is available for inspection.
The presentation avails a brief journey through the presently booming area of 3 dimensional television. It gives a brief introduction, peeps into the history, discusses the production technology involved and incorporates the basic architecture. The presentation will also be informative in case of 3D channels and the health effects. The presentation also accompanies some cool transitions, which makes it attractive as well, beyond its informative status. A presentation which was prepared for my college seminar, i can assure you that it is ideal for similar purposes.
This is my presentation PowerPoint for the English course in 2nd college year.
It's a group presentation in English.
The topic is "3D Technology"
Please see my blog: http://autekroy.blogspot.tw/2014/03/introduction-to-3d-technology-3d.html
下面是我們組別在大二的英文課時所製作的上課報告投影片
這份主題是 3D 科技!
由於是英文報告,所以大部分投影片內容沒有中文,不過有些英文難字還是有中文解釋。
請看我的部落格: http://autekroy.blogspot.tw/2014/03/introduction-to-3d-technology-3d.html
Please feel free to use it after adding this blog as an reference. (http://autekroy.blogspot.tw) If there is any mistake or comment, please let me know. :D
歡迎使用與分享任何內容,但請記得標示此部落格為出處。(http://autekroy.blogspot.tw) 如果有發現任何的錯誤與建議請留言或跟我連絡。 : )
Driven by the recent resurgence of 3D cinema, depth cameras and stereoscopic displays are becoming commonplace in the consumer market. Introduced last October, Microsoft Kinect has already fostered gesture-based interaction for applications well beyond the intended Xbox 360 platform. Similarly, consumer electronics manufacturers have begun selling stereoscopic displays and inexpensive stereoscopic cameras. Most commercial 3D displays continue to require cumbersome eyewear, but inexpensive, glasses-free 3D displays are imminent with the release of the Nintendo 3DS.
At SIGGRAPH 2010, the Build Your Own 3D Display course demonstrated how to construct both LCD shutter glasses and glasses-free lenticular screens, providing Matlab-based code for batch encoding of 3D imagery. This follow-up course focuses more narrowly on glasses-free displays, describing in greater detail the practical aspects of real-time, OpenGL-based encoding for such multi-view, spatially multiplexed displays.
The course reviews historical and perceptual aspects, emphasizing the goal of achieving disparity, motion parallax, accommodation, and convergence cues without glasses. It summarizes state-of-the-art methods and areas of active research. And it provides a step-by-step tutorial on how to construct a lenticular display. The course concludes with an extended question-and-answer session, during which prototype hardware is available for inspection.
Inspired by Wheatstone’s original stereoscope and augmenting it with modern factored light field synthesis, we present a new near-eye display technology that supports focus cues. These cues are critical for mitigating visual discomfort experienced in commercially-available head mounted displays and providing comfortable, long-term immersive experiences.
Inspired by science fiction movies such as Star Wars, two FinnishInspired by science fiction movies such as Star Wars, two Finnish virtual reality researchers created the Fog Screen to recreate some virtual reality researchers created the Fog Screen to recreate some of the effects from these movies in real life.of the effects from these movies in real life. Fog Screen is an exciting new projection technology that allows toFog Screen is an exciting new projection technology that allows to project images and video onto a screen of dry fog, creating the project images and video onto a screen of dry fog, creating the illusion that the images are floating in mid air.illusion that the images are floating in mid air. The Fog Screen is an innovative display technology that allows forThe Fog Screen is an innovative display technology that allows for projections on a thin layer of dry fog.projections on a thin layer of dry fog.
Inspired by Wheatstone’s original stereoscope and augmenting it with modern factored light field synthesis, we present a new near-eye display technology that supports focus cues. These cues are critical for mitigating visual discomfort experienced in commercially-available head mounted displays and providing comfortable, long-term immersive experiences.
Inspired by science fiction movies such as Star Wars, two FinnishInspired by science fiction movies such as Star Wars, two Finnish virtual reality researchers created the Fog Screen to recreate some virtual reality researchers created the Fog Screen to recreate some of the effects from these movies in real life.of the effects from these movies in real life. Fog Screen is an exciting new projection technology that allows toFog Screen is an exciting new projection technology that allows to project images and video onto a screen of dry fog, creating the project images and video onto a screen of dry fog, creating the illusion that the images are floating in mid air.illusion that the images are floating in mid air. The Fog Screen is an innovative display technology that allows forThe Fog Screen is an innovative display technology that allows for projections on a thin layer of dry fog.projections on a thin layer of dry fog.
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Leading Change strategies and insights for effective change management pdf 1.pdf
[Paper Presentation] FoveAR: Combining an Optically See-Through Near-Eye Display with Spatial Augmented Reality Projections
1. Presenter | r03944021 Pei-Hsuan Tsai
FoveAR: Combining an Optically See-Through
Near-Eye Display with Spatial
Augmented Reality Projections
ACM UIST 2015
2016-01-26
Hrvoje Benko, Eyal Ofek, Feng Zheng, Andy Wilson
Microsoft Research
2.
3.
4.
5. Hrvoje Benko
Senior Researcher in
Natural Interaction Research group
at Microsoft Research
Eyal Ofek Feng Zheng Andy Wilson
1
2 3 4
Authors
Computational Illumination and Augmented Reality
Multitouch Input Devices
Touch and Gestures on New Form Factors
Research Interests
22. FoV of VR Headset
VR Headset Field Of View
StarVR 210
VR Union Claire 170
Wearality Sky 150
GameFace Labs VR 140
ImmersiON-VRelia BlueSky PRO 123
Oculus Rift (Development Kit 1) 110
HTC Vive 110
FOVE 100
Oculus Rift (Development Kit 2) 100
Sony Project Morpheus 100
Razer OSVR 100
Zeiss One VR 100
Samsung Gear VR 96
AirVR (iPhone) 90
Google Cardboard 90
23. ✓ A wide FoV AR experience:
combine eyeglasses OST AR display with custom projector and
depth camera unit to extend the FoV
✓ 4 experiences to demonstrate the important characteristics of this
hybrid display
✓ A set of considerations that frame the design space for
implementing FoveAR experience
Main Contributions
24. ① Lumus DK-32 (OST glasses, 1280x720) with 6 retro-reflective spheres
② Optoma GT760 DLP (projector, 1280x800) and Microsoft Kinect v2
③ OptiTrack Flex 3 motion tracking system (8 cameras on the ceiling)
④ Windows 8 (Dual Xeon 2.66GHz, 24GB RAM, Nvidia GTX 980)
System Overview
1 2 3
25.
26. ✓ 4 steps
① calibrate the projector with respect to the Kinect camera
② calibrate the OptiTrack tracking system with respect to the Kinect
③ measure the offsets between the retro-reflective tracking markers and
the glasses display
④ measure the interpupillary distance for each user
Calibration
27.
28. ✓ Multi-pass rendering process for the projector
① render both virtual objects and real geometry in and offscreen buffer
② render the inset area which corresponds to the FoV of the glasses
✓ Finally, we render the scene five times for each frame:
‣ twice for glasses (one for each eye)
‣ once for projected periphery (offscreen)
‣ once for projected inset (offscreen)
‣ once for projection mapping and compositing process for the projector
view
Dynamic View-Dependent Projections
31. ✓ Projection Aids Glasses
‣ projector is thought of as an assistive modality to the glasses
‣ add brightness, highlight, dynamic light source (Occlusion Shadows)
‣ non-view dependent
✓ Glasses Aid Projection
‣ an assistive modality to the projector
‣ spatially three dimension (glasses provide stereo views)
‣ if out of FoV of projector
Glasses Display vs Projection
32. ✓ Provide Different Content
‣ provide different, but complementary content
‣ enable the private content (e.g. playing cards)
‣ as a “magic” lens into a projected space offering additional information
‣ multi-user experience
‣ HDR
Glasses Display vs Projection
39. ✓ Tracking lag
✓ Tracking noise
✓ Content misalignment (future: HDR)
✓ Focus mismatch
✓ Lack of radiometric compensation
✓ Only for a single user
Limitations & Future Work
40. ✓ demo to 5 users, 3 of them were very familiar with VR gaming and HMD
✓ Pros
‣ be surprised by the NARROW FoV of AR glasses
‣ extended FoV is beneficial
‣ no simulator sickness (even with tracking noise and lag)
‣ no fusing stereo images problem (even partially shown in glasses and projector)
‣ 3D life-size teleconferencing
‣ combine public and private views (but not unique to FoveAR!!!)
✓ Cons
‣ tracking problems (same as Limitation)
‣ color / brightness difference
‣ system is complex and the benefits are not large enough for them to install it in houses
User Feedback
41. ✓ A proof-of-concept hybrid AR display combining a tracked OST
near-eye glasses and view-dependent projection
✓ Glasses and projector complement each other and offer private
stereoscopic views, per-pixel controlled ambient lighting, and
surface shading effects
Conclusion