SlideShare a Scribd company logo
(VR)
Under Guidance of
Ms. Neha Tyagi
Mr. Anurag
Submitted By:
BRIJ RAJ KISHORE
1319210059
Virtual Reality
G L BAJAJ INTITUTE OF TECHNOLOGY AND MANAGEMENT
What is Virtual Reality?
 “Real-time interactive graphics with three-
dimensional models combined with a display
technology that gives the user the immersion in the
model world and direct manipulation.”•
 “The illusion of participation in a synthetic
environment VR relies on a three-dimensional,
stereoscopic head-tracker displays, hand/body
tracking and binaural sound.
 “Virtual reality refers to immersive, interactive,
multi-sensory, viewer-centered, three dimensional
History Of Virtual Reality
 Sensorama – in years 1960-1962 Morton Heilig created a multi-
sensory simulator. A pre-recorded film in colour and stereo, was
augmented by binaural sound, scent, wind and vibration
experiences. first approach to create a virtual reality, system
was not interactive.
 The Ultimate Display – in 1965 Ivan Sutherland proposed the
ultimate solution of virtual reality: an artificial world
construction concept that included interactive graphics, force-
feedback, sound, smell and taste.
 “The Sword of Damocles” – Ivan Sutherland constructs a
device considered as the first Head Mounted Display (HMD). It
supported a stereo view that was updated correctly according
to the user’s head position and orientation
 GROPE – the first prototype of a force-feedback system
realized at the University of North Carolina (UNC) in 1971.
 VCASS – Thomas Furness at the US Air Force’s Armstrong
Medical Research Laboratories developed in 1982 the
Visually Coupled Airborne Systems Simulator – an advanced
flight simulator. The fighter pilot wore a HMD that
augmented the out-the window view by the graphics
describing targeting or optimal flight path information.
 VPL – the VPL company manufactures the popular DataGlove
(1985) and the Eyephone HMD (1988) – the first
commercially available VR devices.
 BOOM – Binocular Omni-Orientation Monitor commercialized
in 1989 by the Fake Space Labs. BOOM is a small box
containing two CRT monitors that can be viewed through the
eye holes. The user can grab the box, keep it by the eyes
and move through the virtual world, as the mechanical arm
measures the position and orientation of the box.
 CAVE – presented in 1992 CAVE (CAVE Automatic Virtual
Environment) is a virtual reality and scientific visualization
system. Instead of using a HMD it projects stereoscopic
images on the walls of room (user must wear LCD shutter
glasses). This approach assures superior quality and
resolution of viewed images, and wider field of view in
comparison to HMD based systems
GROPE-III force feedback display
Head Mounted Display
Different Head
Mounted
Displays: (a)
Ivan
Sutherland’s
HMD dated from
1968,
(b) low cost
CyberMaxx
HMD, (c)
advanced
military Sim Eye
HMD,
(d) low cost see
through HMD “i-
glasses!” from
Virtual I/O.
BOOM
Binocular Omni-Orientation Monitor
Stereoscopic display
Guidance of the box by user
Tracking: Potentiometers on arm
VR technology
A first look at VR applications
Basic components
Input devices
 Input devices determine the way a user communicates
with the computer.
 Ideally all these devices together, should make user’s
environment control as intuitive and natural as possible
they should be practically invisible.
 Unfortunately, the current state of technology is not
advanced enough to support this, so naturalness may be
reached in some very limited cases
Output devices
 Output devices are responsible for the presentation of the
virtual environment and its phenomena to the user.
 they contribute to the generation of an immersive feeling
at most.
 These include visual, auditory or haptic displays.
 Underdeveloped.
 they are heavy, low quality and low-resolution.
 In fact most systems support visual feedback, and only
some of them enhance it by audio or haptic information
Software
 responsible for the managing of I/O devices.
 analyzing incoming data.
 generating proper feedback.
 extremely precise handling.
 send large quantities of data to the system.
 whole application is time-critical.
Human factors
 “fool the user’s senses”.
• sight................. 70 %
• hearing.............. 20 %
• smell ..................5 %
• touch..................4 %
• taste ...................1 %
 system synchronization
 design issues
Simulator sickness
 Hardware imperfection.
 system latency
 frame rate variations.
Levels Of Immersion In VR System
The type and the quality of these impressions determine the level of
immersion and the feeling of presence in VR.
Many applications stimulate only one or a few of the senses, very often
with low-quality and unsynchronized information. We can group the VR
systems accordingly to the level of immersion they offer to the user.
 Desktop VR – sometimes called Window on World (WoW) systems
 uses a conventional monitor to display the image
 Fish Tank VR head tracking “of being there”
 parallax effect. LCD shutter glasses for stereoscopic viewing but
generally do not support sensory output.
 Immersive systems - totally immerse in computer
generated world with the help of HMD
 supports a stereoscopic view of the scene accordingly to
the user’s position and orientation.
 These systems may be enhanced by audio, haptic and
sensory interfaces
Applications Of Virtual Reality
360 degree Video
 A 360° video is simply a flat equirectangular video that is
morphed into a sphere for playback on a VR headset.
 Monoscopic- both eyes see a single flat image, or video file.
 stereoscopic-two videos, one mapped to each eye, providing
depth and 3D appearance.
Stereosco
pic 360
degree
video
How 360 degree Videos Are Made?
 video filter – develops CG Cube Mapping.
 dividing a frame into six squares to form a cube.
 the top and bottom 25 percent of the frame are
compressed into two images.
 while the middle part that makes up 50 percent of the
frame is divided into four.
 wrap it around a virtual sphere inside a cube.
 each square expanding to fill the cube in every direction
you can view: up, down, left, right, front and back.
VR In Architecture
VR in architecture: Ephesos ruins (TU Vienna),
Exploration of airflow using Virtual Wind Tunnel developed at NASA Ames:
(b) outside view, (c) inside view .
Designing
Cars, Interior Design
Training and education
Phobias
- Fear of Heights, Flying, Spiders, Public Speaking, Driving…etc
Apolo 11 Experiencing uses VR
Telepresence and tele operating
This system that uses a HMD and force-feedback
manipulation allows a scientist to see a microscope view, feel and manipulate the
surface of the sample
Entertainment
Games
Movies
The home theater of your dreams
Watching a movie in a VR theater is the next best thing to owning
your own personal multiplex. Free from the distractions of the
outside world, you’ll be completely immersed as you watch your
favorite movies on a theater-sized scale.
Animation
Ultra Low Cost
VR For Firefighters
 Smoke makes firefighters blind.
 A virtual reality project called ProFiTex at the Vienna University of
Technology in Austria is attempting to make head-up display which
helps them navigate in the dark.
 The system uses head-mounted infrared sensors
 If a room wall is dark red from the outside, then it’s dangerous
inside.”
 All the data gathered is piped back to the fire crew outside, who can
survey the whole scene and make decisions based on accurate real-
time information.
 The fire truck receives the data via a fibre optic cable woven into the
rope that fire crews often use to mark their way out of a dangerous
structure.
Head-mounted sensors and cameras will let
firefighters see what they are facing
Case Study
Google Cardboard
 developed at the Google Cultural Institute in Paris
 uses low-cost viewers, with the reference design made of
foldable cardboard 45mm plastic lenses, and a magnet or
capacitive-taped lever to operate the screen.
 use the motion sensors in your phone to navigate through
things.
 Uses Your Phone and its sensors to display.
 Cheap
Oculus Rift
Oculus-Rift-DK2
 The Rift is a virtual reality head-mounted
display developed by Oculus VR.
 resolution of 1080×1200 per eye
 a 90 Hz refresh rate
 and a wide field of view
 It has integrated headphones which provide a 3D audio
effect
 The Rift has rotational and positional tracking.
 The positional tracking is performed by a USB stationary IR
sensor, which normally sits on the user's desk, allowing for
using the Rift while sitting, standing, or walking around
the same room.
 Cost 99$.
What is Hologram?
 A Hologram is an object like
any other object in the world,
with only one difference
instead of being made of
physical matter, it is made
entirely of light.
 Holographic object can be
viewed from different angles
and distances.
 Hologram do not offer any
physical resistance when
touched because they are
massless.
What is Microsoft Hololens?
 Microsoft Hololens is
the first holographic
computer in the world
running on windows 10.
 It allows users to pin
holograms in his
physical environment
and provides a new
way to see his world.
 It is based on
augmented reality.
So any difference between AR and VR?
 Yeeh definitely….
 VR tricks your eyes into thinking that you are somewhere
else.
 AR adds an extra dimension over VR since it can show the
real world with graphic overlayed.
 Both can totally immerse users but VR has no transparency
to the real world.
 So AR has the edge over VR.
Virtual reality Augmented reality
How it works
Immerses the wearer in a 360-
degree, 3D-environment; spatial
sound and motion-tracking
optional
Overlays 3D graphics on to the
wearer’s view of the real-world
environment
The gear to watch out for
Oculus Rift, Samsung Gear VR,
Google Cardboard, HTC Vive, Sony
Project Morpheus
Google Glass 2, Microsoft
HoloLens, Sony SmartEyeglass,
Recon Jet, Magic Leap, Vuzix
M100, ODG R-7
Main benefits
Transports the wearer to another
environment; low-cost mobile VR
with innovative accessories
Wearer remains engaged in the
real world and keeps hands free;
glasses rather than headset
Main hurdles
Simulation sickness and input;
needs apps, experiences and
games ready for launch
Small field of view, expensive
hardware, fashion form factor
required and needs apps/games
Biggest deals
Facebook paid $2 billion (£1.3
billion) for Oculus VR in 2014
Magic Leap raised $542 million
(£346 million) from Google,
Qualcomm and others in 2014
Fears Of Virtual Reality
Technological As Well As Ethical
 from its unesthetic headsets to its side effects (including
dizziness, which has discouraged the US Army’s Simulation and
Training Technology Center from using the Oculus Rift).
 Disconnected from reality – Different Life.
 Controlling time - evolution, progress, maturation, are
nowhere to be found in virtual reality, although it claims to
emulate life so perfectly.
 People playing brutal games – virtual and cruel.
 Confusion real and virtual.
 military simulations are becoming so close to reality that
soldiers do not know any more whether they are remotely
steering a real “death-machine” or just making a training.
Improvements Ahead
 Increase Pixel Density and dpi.
 High Quality lossless Sound Format Such flac rather than
lossy mp3.
 Improving AI.
 Improving Sensors.
 Light Weight.
 Limit Is Your Imagination.
Bibliography
 Research Paper - Virtual Reality History, Applications,
Technology and Future Tomasz Mazuryk and Michael
Gervautz Institute of Computer Graphics Vienna University
of Technology, Austria
[mazuryk|gervautz]@cg.tuwien.ac.at
http://www.cg.tuwien.ac.at/
 slideshare.com
 http://nottmagazine.com/2015/09/27/the-final-
disconnect/
 www.oculus.com/en-us/rift/
 http://www.samsung.com/us/samsungdeveloperconnectio
n/developer-resources/gear-vr/monoscopic-vs-
stereoscopic-360-videos.html
Thanks For Listening

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Seminar presentation

  • 1. (VR) Under Guidance of Ms. Neha Tyagi Mr. Anurag Submitted By: BRIJ RAJ KISHORE 1319210059 Virtual Reality G L BAJAJ INTITUTE OF TECHNOLOGY AND MANAGEMENT
  • 2.
  • 3. What is Virtual Reality?  “Real-time interactive graphics with three- dimensional models combined with a display technology that gives the user the immersion in the model world and direct manipulation.”•  “The illusion of participation in a synthetic environment VR relies on a three-dimensional, stereoscopic head-tracker displays, hand/body tracking and binaural sound.  “Virtual reality refers to immersive, interactive, multi-sensory, viewer-centered, three dimensional
  • 4. History Of Virtual Reality  Sensorama – in years 1960-1962 Morton Heilig created a multi- sensory simulator. A pre-recorded film in colour and stereo, was augmented by binaural sound, scent, wind and vibration experiences. first approach to create a virtual reality, system was not interactive.  The Ultimate Display – in 1965 Ivan Sutherland proposed the ultimate solution of virtual reality: an artificial world construction concept that included interactive graphics, force- feedback, sound, smell and taste.  “The Sword of Damocles” – Ivan Sutherland constructs a device considered as the first Head Mounted Display (HMD). It supported a stereo view that was updated correctly according to the user’s head position and orientation
  • 5.  GROPE – the first prototype of a force-feedback system realized at the University of North Carolina (UNC) in 1971.  VCASS – Thomas Furness at the US Air Force’s Armstrong Medical Research Laboratories developed in 1982 the Visually Coupled Airborne Systems Simulator – an advanced flight simulator. The fighter pilot wore a HMD that augmented the out-the window view by the graphics describing targeting or optimal flight path information.  VPL – the VPL company manufactures the popular DataGlove (1985) and the Eyephone HMD (1988) – the first commercially available VR devices.
  • 6.  BOOM – Binocular Omni-Orientation Monitor commercialized in 1989 by the Fake Space Labs. BOOM is a small box containing two CRT monitors that can be viewed through the eye holes. The user can grab the box, keep it by the eyes and move through the virtual world, as the mechanical arm measures the position and orientation of the box.  CAVE – presented in 1992 CAVE (CAVE Automatic Virtual Environment) is a virtual reality and scientific visualization system. Instead of using a HMD it projects stereoscopic images on the walls of room (user must wear LCD shutter glasses). This approach assures superior quality and resolution of viewed images, and wider field of view in comparison to HMD based systems
  • 8. Head Mounted Display Different Head Mounted Displays: (a) Ivan Sutherland’s HMD dated from 1968, (b) low cost CyberMaxx HMD, (c) advanced military Sim Eye HMD, (d) low cost see through HMD “i- glasses!” from Virtual I/O.
  • 9. BOOM Binocular Omni-Orientation Monitor Stereoscopic display Guidance of the box by user Tracking: Potentiometers on arm
  • 10. VR technology A first look at VR applications
  • 12. Input devices  Input devices determine the way a user communicates with the computer.  Ideally all these devices together, should make user’s environment control as intuitive and natural as possible they should be practically invisible.  Unfortunately, the current state of technology is not advanced enough to support this, so naturalness may be reached in some very limited cases
  • 13. Output devices  Output devices are responsible for the presentation of the virtual environment and its phenomena to the user.  they contribute to the generation of an immersive feeling at most.  These include visual, auditory or haptic displays.  Underdeveloped.  they are heavy, low quality and low-resolution.  In fact most systems support visual feedback, and only some of them enhance it by audio or haptic information
  • 14. Software  responsible for the managing of I/O devices.  analyzing incoming data.  generating proper feedback.  extremely precise handling.  send large quantities of data to the system.  whole application is time-critical.
  • 15. Human factors  “fool the user’s senses”. • sight................. 70 % • hearing.............. 20 % • smell ..................5 % • touch..................4 % • taste ...................1 %  system synchronization  design issues
  • 16. Simulator sickness  Hardware imperfection.  system latency  frame rate variations.
  • 17. Levels Of Immersion In VR System The type and the quality of these impressions determine the level of immersion and the feeling of presence in VR. Many applications stimulate only one or a few of the senses, very often with low-quality and unsynchronized information. We can group the VR systems accordingly to the level of immersion they offer to the user.  Desktop VR – sometimes called Window on World (WoW) systems  uses a conventional monitor to display the image  Fish Tank VR head tracking “of being there”  parallax effect. LCD shutter glasses for stereoscopic viewing but generally do not support sensory output.
  • 18.  Immersive systems - totally immerse in computer generated world with the help of HMD  supports a stereoscopic view of the scene accordingly to the user’s position and orientation.  These systems may be enhanced by audio, haptic and sensory interfaces
  • 20. 360 degree Video  A 360° video is simply a flat equirectangular video that is morphed into a sphere for playback on a VR headset.  Monoscopic- both eyes see a single flat image, or video file.  stereoscopic-two videos, one mapped to each eye, providing depth and 3D appearance.
  • 22. How 360 degree Videos Are Made?
  • 23.  video filter – develops CG Cube Mapping.  dividing a frame into six squares to form a cube.  the top and bottom 25 percent of the frame are compressed into two images.  while the middle part that makes up 50 percent of the frame is divided into four.  wrap it around a virtual sphere inside a cube.  each square expanding to fill the cube in every direction you can view: up, down, left, right, front and back.
  • 24. VR In Architecture VR in architecture: Ephesos ruins (TU Vienna), Exploration of airflow using Virtual Wind Tunnel developed at NASA Ames: (b) outside view, (c) inside view .
  • 26. Training and education Phobias - Fear of Heights, Flying, Spiders, Public Speaking, Driving…etc
  • 28. Telepresence and tele operating This system that uses a HMD and force-feedback manipulation allows a scientist to see a microscope view, feel and manipulate the surface of the sample
  • 30. Games
  • 31. Movies The home theater of your dreams Watching a movie in a VR theater is the next best thing to owning your own personal multiplex. Free from the distractions of the outside world, you’ll be completely immersed as you watch your favorite movies on a theater-sized scale.
  • 33. VR For Firefighters  Smoke makes firefighters blind.  A virtual reality project called ProFiTex at the Vienna University of Technology in Austria is attempting to make head-up display which helps them navigate in the dark.  The system uses head-mounted infrared sensors  If a room wall is dark red from the outside, then it’s dangerous inside.”  All the data gathered is piped back to the fire crew outside, who can survey the whole scene and make decisions based on accurate real- time information.  The fire truck receives the data via a fibre optic cable woven into the rope that fire crews often use to mark their way out of a dangerous structure.
  • 34. Head-mounted sensors and cameras will let firefighters see what they are facing
  • 37.  developed at the Google Cultural Institute in Paris  uses low-cost viewers, with the reference design made of foldable cardboard 45mm plastic lenses, and a magnet or capacitive-taped lever to operate the screen.  use the motion sensors in your phone to navigate through things.  Uses Your Phone and its sensors to display.  Cheap
  • 40.  The Rift is a virtual reality head-mounted display developed by Oculus VR.  resolution of 1080×1200 per eye  a 90 Hz refresh rate  and a wide field of view  It has integrated headphones which provide a 3D audio effect  The Rift has rotational and positional tracking.  The positional tracking is performed by a USB stationary IR sensor, which normally sits on the user's desk, allowing for using the Rift while sitting, standing, or walking around the same room.  Cost 99$.
  • 41. What is Hologram?  A Hologram is an object like any other object in the world, with only one difference instead of being made of physical matter, it is made entirely of light.  Holographic object can be viewed from different angles and distances.  Hologram do not offer any physical resistance when touched because they are massless.
  • 42. What is Microsoft Hololens?  Microsoft Hololens is the first holographic computer in the world running on windows 10.  It allows users to pin holograms in his physical environment and provides a new way to see his world.  It is based on augmented reality.
  • 43. So any difference between AR and VR?  Yeeh definitely….  VR tricks your eyes into thinking that you are somewhere else.  AR adds an extra dimension over VR since it can show the real world with graphic overlayed.  Both can totally immerse users but VR has no transparency to the real world.  So AR has the edge over VR.
  • 44. Virtual reality Augmented reality How it works Immerses the wearer in a 360- degree, 3D-environment; spatial sound and motion-tracking optional Overlays 3D graphics on to the wearer’s view of the real-world environment The gear to watch out for Oculus Rift, Samsung Gear VR, Google Cardboard, HTC Vive, Sony Project Morpheus Google Glass 2, Microsoft HoloLens, Sony SmartEyeglass, Recon Jet, Magic Leap, Vuzix M100, ODG R-7 Main benefits Transports the wearer to another environment; low-cost mobile VR with innovative accessories Wearer remains engaged in the real world and keeps hands free; glasses rather than headset Main hurdles Simulation sickness and input; needs apps, experiences and games ready for launch Small field of view, expensive hardware, fashion form factor required and needs apps/games Biggest deals Facebook paid $2 billion (£1.3 billion) for Oculus VR in 2014 Magic Leap raised $542 million (£346 million) from Google, Qualcomm and others in 2014
  • 45. Fears Of Virtual Reality
  • 46. Technological As Well As Ethical  from its unesthetic headsets to its side effects (including dizziness, which has discouraged the US Army’s Simulation and Training Technology Center from using the Oculus Rift).  Disconnected from reality – Different Life.  Controlling time - evolution, progress, maturation, are nowhere to be found in virtual reality, although it claims to emulate life so perfectly.  People playing brutal games – virtual and cruel.  Confusion real and virtual.  military simulations are becoming so close to reality that soldiers do not know any more whether they are remotely steering a real “death-machine” or just making a training.
  • 47. Improvements Ahead  Increase Pixel Density and dpi.  High Quality lossless Sound Format Such flac rather than lossy mp3.  Improving AI.  Improving Sensors.  Light Weight.  Limit Is Your Imagination.
  • 48. Bibliography  Research Paper - Virtual Reality History, Applications, Technology and Future Tomasz Mazuryk and Michael Gervautz Institute of Computer Graphics Vienna University of Technology, Austria [mazuryk|gervautz]@cg.tuwien.ac.at http://www.cg.tuwien.ac.at/  slideshare.com  http://nottmagazine.com/2015/09/27/the-final- disconnect/  www.oculus.com/en-us/rift/  http://www.samsung.com/us/samsungdeveloperconnectio n/developer-resources/gear-vr/monoscopic-vs- stereoscopic-360-videos.html