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.
Tailored Displays to Compensate for Visual Aberrations - SIGGRAPH PresentationVitor Pamplona
Can we create a display that adapts itself to improve one's eyesight? Top figure compares the view of a 2.5-diopter farsighted individual in regular and tailored displays. We use currently available inexpensive technologies to warp light fields to compensate for refractive errors and scattering sites in the eye.
Millions of people worldwide need glasses or contact lenses to see or read properly. We introduce a computational display technology that predistorts the presented content for an observer, so that the target image is perceived without the need for eyewear. We demonstrate a low-cost prototype that can correct myopia, hyperopia, astigmatism, and even higher-order aberrations that are difficult to correct with glasses.
We propose a flexible light field camera architecture that is at the convergence of optics, sensor electronics, and applied mathematics. Through the co-design of a sensor that comprises tailored, Angle Sensitive Pixels and advanced reconstruction algorithms, we show that—contrary to light field cameras today—our system can use the same measurements captured in a single sensor image to recover either a high-resolution 2D image, a low-resolution 4D light field using fast, linear processing, or a high-resolution light field using sparsity-constrained optimization.
Tailored Displays to Compensate for Visual Aberrations - SIGGRAPH PresentationVitor Pamplona
Can we create a display that adapts itself to improve one's eyesight? Top figure compares the view of a 2.5-diopter farsighted individual in regular and tailored displays. We use currently available inexpensive technologies to warp light fields to compensate for refractive errors and scattering sites in the eye.
Millions of people worldwide need glasses or contact lenses to see or read properly. We introduce a computational display technology that predistorts the presented content for an observer, so that the target image is perceived without the need for eyewear. We demonstrate a low-cost prototype that can correct myopia, hyperopia, astigmatism, and even higher-order aberrations that are difficult to correct with glasses.
We propose a flexible light field camera architecture that is at the convergence of optics, sensor electronics, and applied mathematics. Through the co-design of a sensor that comprises tailored, Angle Sensitive Pixels and advanced reconstruction algorithms, we show that—contrary to light field cameras today—our system can use the same measurements captured in a single sensor image to recover either a high-resolution 2D image, a low-resolution 4D light field using fast, linear processing, or a high-resolution light field using sparsity-constrained optimization.
Binocular Eye Trackingand Calibration in Head-mounted DisplaysMichael Stengel
Presentation slides from my talk on eye tracking and gaze-contingency for Virtual Reality applications.
In this talk I present the Eye Tracking Head-mounted Display proposed in the paper "An Affordable Solution for Binocular Eye Trackingand Calibration in Head-mounted Displays".
The paper won the "Best Student Paper Award" at ACM Multimedia 2015 in Brisbane, Australia.
Stereoscopic 3D: Generation Methods and Display Technologies for Industry and...Ray Phan
This was a talk I gave to a 4th year (senior-level) undergraduate class in Human Computer Interaction at Ryerson University. The talk focused on the different methods of displaying Stereoscopic 3D content, as well as the methods on generating such content. Technologies such as DLP 3DTVs, 3D theatres, and autostereoscopic displays are discussed. For the methods, 3D cameras, 2D to 3D conversion and other popular methods are discussed.
Google Glass, The META and Co. - How to calibrate your Optical See-Through He...Jens Grubert
Slides from our ISMAR 2014 tutorial http://stctutorial.icg.tugraz.at/
Abstract:
Head Mounted Displays such as Google Glass and the META have the potential to spur consumer-oriented Optical See-Through Augmented Reality applications. A correct spatial registration of those displays relative to a user’s eye(s) is an essential problem for any HMD-based AR application.
At our ISMAR 2014 tutorial we provide an overview of established and novel approaches for the calibration of those displays (OST calibration) including hands on experience in which participants will calibrate such head mounted displays.
We have built a camera that can look around corners and beyond the line of sight. The camera uses light that travels from the object to the camera indirectly, by reflecting off walls or other obstacles, to reconstruct a 3D shape.
Binocular Eye Trackingand Calibration in Head-mounted DisplaysMichael Stengel
Presentation slides from my talk on eye tracking and gaze-contingency for Virtual Reality applications.
In this talk I present the Eye Tracking Head-mounted Display proposed in the paper "An Affordable Solution for Binocular Eye Trackingand Calibration in Head-mounted Displays".
The paper won the "Best Student Paper Award" at ACM Multimedia 2015 in Brisbane, Australia.
Stereoscopic 3D: Generation Methods and Display Technologies for Industry and...Ray Phan
This was a talk I gave to a 4th year (senior-level) undergraduate class in Human Computer Interaction at Ryerson University. The talk focused on the different methods of displaying Stereoscopic 3D content, as well as the methods on generating such content. Technologies such as DLP 3DTVs, 3D theatres, and autostereoscopic displays are discussed. For the methods, 3D cameras, 2D to 3D conversion and other popular methods are discussed.
Google Glass, The META and Co. - How to calibrate your Optical See-Through He...Jens Grubert
Slides from our ISMAR 2014 tutorial http://stctutorial.icg.tugraz.at/
Abstract:
Head Mounted Displays such as Google Glass and the META have the potential to spur consumer-oriented Optical See-Through Augmented Reality applications. A correct spatial registration of those displays relative to a user’s eye(s) is an essential problem for any HMD-based AR application.
At our ISMAR 2014 tutorial we provide an overview of established and novel approaches for the calibration of those displays (OST calibration) including hands on experience in which participants will calibrate such head mounted displays.
We have built a camera that can look around corners and beyond the line of sight. The camera uses light that travels from the object to the camera indirectly, by reflecting off walls or other obstacles, to reconstruct a 3D shape.
Master thesis at Dublin City University, September 2013.
Co-advised by Xavier Giró-i-Nieto, Kevin McGuinness and Noel O'Connor.
More details:
https://imatge.upc.edu/web/publications/investigating-eeg-saliency-and-segmentation-applications-image-processing
Antti Sunnari (Dispelix Ltd): Full-color, single-waveguide near-eye displays ...AugmentedWorldExpo
A talk from the XR Enablement Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Antti Sunnari (Dispelix Ltd): Full-color, single-waveguide near-eye displays for AR glasses and MR headsets
For years, many have tried to develop a see-through, near-eye display technology that combines beautiful design, excellent image quality and scalable mass production with high yields. At Dispelix, we’ve figured it out. Dispelix is helping product companies to create beautiful AR glasses based on single-waveguide full-color displays with superior image quality and mass manufacturability.
https://awexr.com
Khaled Sarayeddine (Optinvent): Optical Technologies & Challenges for Next Ge...AugmentedWorldExpo
A talk from the Develop Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Khaled Sarayeddine (Optinvent): Optical Technologies & Challenges for Next Generation AR
The talk will describe the current status on key optical technologies and ongoing development to meet Small footprint & Large FOV High resolution Display, as well to accommodate Light field feature.
http://AugmentedWorldExpo.com
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...Unity Technologies
The developers of Varjo VR-1 learned a lot about human eye resolution and the demands it puts on virtual reality (VR) content. In these slides, you'll explore what next-generation VR can mean for your VR experiences. Learn about what matters the most when it comes to visual quality, the possible caveats, and the role performance requirements play in this equation.
Speaker:
Mikko Strandborg - Varjo
Khaled Sarayeddine (Optinvent): Optical Technologies for AR Smart GlassesAugmentedWorldExpo
A talk from the Developer Track at AWE Europe 2017 - the largest conference for AR+VR in Munich, Germany October 19-20, 2017
Khaled Sarayeddine (Optinvent): Optical Technologies for AR Smart Glasses
The speaker will take the audience through the various technologies that are used for AR Glasses including holographic, diffractive, and reflective light guides, light field optics, and half mirror based approaches. The speaker will analyze each technology type and will discuss the key strengths and weaknesses of each.
For the full video of this presentation, please visit:
https://www.embedded-vision.com/platinum-members/embedded-vision-alliance/embedded-vision-training/videos/pages/may-2018-embedded-vision-summit-kanade
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Dr. Takeo Kanade, U.A. and Helen Whitaker Professor at Carnegie Mellon University, presents the "Think Like an Amateur, Do As an Expert: Lessons from a Career in Computer Vision" tutorial at the May 2018 Embedded Vision Summit.
In this keynote presentation, Dr. Kanade shares his experiences and lessons learned in developing a vast range of pioneering computer vision systems and autonomous robots, including face recognition, autonomously-driven cars, computer-assisted surgical robots, robot helicopters, biological live cell tracking and a system for sports broadcasts. Most researchers, when asked their fondest desire, respond that they want to do good research. If asked what constitutes “good research,” they often find it difficult to give a clear answer. For Dr. Kanade, good research derives from solving real-world problems, delivering useful results to society.
“Think like an amateur, do as an expert” is Dr. Kanade's research motto: When conceptualizing a problem and its possible solution, think simply and openly, as a novice in that field, without preconceived notions. When implementing a solution, on the other hand, do so thoroughly, meticulously and with expert skill. In his research projects, Dr. Kanade has met and worked with people from diverse backgrounds, and has encountered many challenges. While exploring the technical side of some of his most important projects, he also describes experiences that highlight the enjoyable aspects of a researcher’s life—those that have occurred accidentally or inevitably as his “Think like an amateur, do as an expert” approach has guided his interactions with problems and people.
Keywords: Signal processing, Applied optics, Computer graphics and vision, Electronics, Art, and Online photo collections
A computational camera attempts to digitally capture the essence of visual information by exploiting the synergistic combination of task-specific optics, illumination, sensors and processing. We will discuss and play with thermal cameras, multi-spectral cameras, high-speed, and 3D range-sensing cameras and camera arrays. We will learn about opportunities in scientific and medical imaging, mobile-phone based photography, camera for HCI and sensors mimicking animal eyes.
We will learn about the complete camera pipeline. In several hands-on projects we will build several physical imaging prototypes and understand how each stage of the imaging process can be manipulated.
We will learn about modern methods for capturing and sharing visual information. If novel cameras can be designed to sample light in radically new ways, then rich and useful forms of visual information may be recorded -- beyond those present in traditional protographs. Furthermore, if computational process can be made aware of these novel imaging models, them the scene can be analyzed in higher dimensions and novel aesthetic renderings of the visual information can be synthesized.
In this couse we will study this emerging multi-disciplinary field -- one which is at the intersection of signal processing, applied optics, computer graphics and vision, electronics, art, and online sharing through social networks. We will examine whether such innovative camera-like sensors can overcome the tough problems in scene understanding and generate insightful awareness. In addition, we will develop new algorithms to exploit unusual optics, programmable wavelength control, and femto-second accurate photon counting to decompose the sensed values into perceptually critical elements.
National Tele Links professionally formed in the year March 1998 has been at the Forefront of innovative solutions in the field of office Automation, Info Tech (Hardware & Software), Presentation & It Products.
A new gaze-contingent rendering mode for VR/AR that renders in perceptually correct ocular parallax which benefits depth perception and perceptual realism.
Imaging objects obscured by occluders is a significant challenge for many applications. A camera that could “see around corners” could help improve navigation and mapping capabilities of autonomous vehicles or make search and rescue missions more effective. Time-resolved single-photon imaging systems have recently been demonstrated to record optical information of a scene that can lead to an estimation of the shape and reflectance of objects hidden from the line of sight of a camera. However, existing non-line-of-sight (NLOS) reconstruction algorithms have been constrained in the types of light transport effects they model for the hidden scene parts. We introduce a factored NLOS light transport representation that accounts for partial occlusions and surface normals. Based on this model, we develop a factorization approach for inverse time-resolved light transport and demonstrate high-fidelity NLOS reconstructions for challenging scenes both in simulation and with an experimental NLOS imaging system.
A compressive approach to light field synthesis with projection devices. We propose a novel, passive screen design that is combined with high-speed light field projection and nonnegative light field factorization. We demonstrate that the projector can alternatively achieve super-resolved and high dynamic range 2D image display when used with a conventional screen.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
How world-class product teams are winning in the AI era by CEO and Founder, P...
The Light Field Stereoscope | SIGGRAPH 2015
1. The Light Field Stereoscope:
Immersive Computer Graphics via Factored
Near-Eye Light Field Displays with Focus Cues
Fu-Chung Huang1,2 Kevin Chen1 Gordon Wetzstein1
1Stanford University
2Now at NVIDIA Research
2.
3. Top View
Vergence & Accommodation Match!
Left Eye Right Eye
(Rotation) (Focus)
RealWorld
Parallax
Over Pupil
40. Multiplicative Two-layer Modulation
𝑡1
𝑡2
l = (ϕ1 𝑡1)o(ϕ2 𝑡2)Reconstruction:
Input: 4D light field for each eye
𝑚𝑖𝑛𝑖𝑚𝑖𝑧𝑒 𝛽l − ϕ1 𝑡1 o ϕ2 𝑡2
2
{𝑡1, 𝑡2} 𝑠. 𝑡. 0 ≤ 𝑡1, 𝑡2 ≤ 1
𝑡1 ← 𝑡1 o
ϕ1
𝑇(𝛽l o (ϕ2 𝑡2))
ϕ1
𝑇 l o ϕ2 𝑡2 +𝜖
for layer t1
[Wetzstein et al 2012]
41. Input light field to the eyeMultiplicative Two-layer Modulation
𝑡1
𝑡2
Left Eye: Front Panel Left Eye: Rear Panel
Front Panel Rear Panel
Output: 2 layers for each eye
42. Front Focus Mid Focus Rear Focus
Front Object Mid Object Rear Object
Multiplicative Two-layer Modulation
𝑡1
𝑡2
Front Panel Rear Panel
43. Multilayer Displays
Akeley et al. [2004]
Love et al. [2009]
Narain et al.[2015]
Optical
Overlay
Temporal
Multiplexing
51. Content Generation
• 5x5x2 Stereo Light Field
• GPU Factorization
• 3 ~ 5 Iterations per frame
• 25(views) x 640x800 x 2(eyes)
• 5 ~ 10ms per iterations
Left eye Right eye
61. Technical Details in the Paper
Good Parameter
Space
Limited by Diffraction
100 200 300 400 500
2
3
5
6
4
Front Panel PPI
NumberofViews
Minimum Views to
Support Accommodation
IPD / 2 * M2
IPD / 2 * M1
Center
Center
Diffraction Analysis Light Field Distortion Asymmetric Image Formation
65. IPD / 2 * M2
IPD / 2 * M1
Center
Center
Top View Light Field Side View Light Field
Editor's Notes
Depth of field is a powerful tool to tell stories,
But it also important for the eye to tell the difference in depth, even for a single eye.
However, this focus cue is missing in the current generation Head mounted display
In this talk, we will show you how to enable this for a comfortable visual experience.
In real world, objects emits light field with parallax over the pupil that contains enough depth information,
so our eye can not just verge to the target, which is a rotation, but also accommodate or focus to it.
In this case, the two actions are always matched
In the current VR head-mounted,
There’s ony one display plane, and has no parallax,
so the image always looks flat, that the eye cannot accommodate to the true depth.
The mismatch between vergence and accommodation can sometimes cause discomfort, eye-strain, and even nausea
In this work, we build a VR head-mount that is capable of emitting light field,
allowing our eye to truly focus
The prototype is also inexpensive and easy to build
We all the resources and instruction online
And we think this is gonna change the experience for future VR.
So for the current generation VR headset, we all know that consumer VR is rising,
and will be coming to us pretty soon.
While the majority of the advertisement is all about gaming
you can also immerse yourself in real world event or places that you have never been
It can also be used in collaborative work
In Educations
help people treating Post Traumatic Stress Disorder
On medical training or even remote surgery like the Da Vinci project
Where doctors can spent hours in surgery and you really want them to be comfortable with that.
All these applications sound exciting,
but, there’s still a catch, it’s not perfect yet;
Here is a safety warning from one of the recent VR device.
It lists some symptoms that doesn’t sounds very pleasant,
and there are many causes. But some of the symptoms like
Eye-strain, blurred or double vision, Nausea, discomfort, or fatigue.
are related to the Vergence-accommodation conflict,
So why do we have these in HMD?
In real-life, when looking at an object,
the eyes focus at some distance
And the eyes also verge or rotate so the two retinal images match.
In this case, the vergence and the accommodation are coupled together
When the object gets closer,
The eyes accommodate more and also converge more,
so that the two cues are still coupled.
In an immersive Head-Mounted, we show two tiny objects on the panel near the eyes
(click)After the magnification, the object appear to be on the right spot.
(click)When the object moves further away
We increases the separation or disparity
And the eyes rotate away or diverge from each other.
But since the eye is still focusing on the original depth,
This separation decouples the vergence from the accomodation.
(CLICK) And since our brain is so used to the coupling, the artificial separation leads to all kind of discomfort and problems
Why do we even care about the problem? This diagram shows the importance of difference depth cue at different distance range
(click)When objects are far away, we usually use the relative size and Arial perspective to determine the relative depth.
(click)When things are close to us, we use motion parallax and stereopsis to discriminate the depth, and most HMDs support up to this.
(click)However, Vergence and accommodation play the key role, when things get really close, like within our arm length
And this is the range that we use our hands to manipulate with objects.
If we can solve the problem, we can allow for more comfortable and useful interaction for future VR.
This is our solution to support accommodation.
In addition to the traditional head-mount components,
(click) we only add a 2nd panel and a spacer that doesnt affect the design,
And we leave the rest to computation
Here is an example of what the eyes can see.
You can focus on the foreground, leaving other places out-of-focused
Or you can also focus on the background, and leave the foreground out-of-focus.
Note that we can actually provide a continuous 3D space for the eye to focus, not just the 2 panels.
All these new focusing capability are done with our naked eye
So before we jump into how this work, let me briefly review the history
The very first idea of making 3D is around 1838, and the stereoscope was a big hit in that time.
Then it took more than a hundred years to have the first computer assisted head-mount.
Fast-forward to now, consumer VR is exploding and is around us.
However, looking forward, there still a lot of challenges,
and in this work, we focus on improving the visual experience by providing accommodation cue
There has been some work along this line using deformable mirrors, varifocal lens, additive multilayers, or integral imaging,
but the form factor or resolution is not really satisfying.
Learning from our prior Tensor display research,
we try to address the vergence-accommodation problem using multiplicative multilayers.
To enable an virtual experience similar to real world,
we need to understand the visible light field to the eye.
The important message here is that
objects at different depth have different visible light field,
that contains enough parallax even for just one eye to focus differently.
To replicate this light field using a display,
prior work needs many multiplicative layers running at hi-speed, to allow for a wide viewing angle.
But the situation is different here!
The head is relative stationary to the headmount, and the eye box only span a small angle to the display
If we compare the two cases,
Traditional TV cares a lot about brightness
The display is shared, so in general the content is high rank, meaning you need multiple layers, and temporally multiplexing multiple frames.
In VR headmount, the eye can adapt to the reduced brightness;
And since the eye is relatively fixed to the display, the experience is kind of personal
So the content is of low-rank, allowing us to implement with 2 panels without temporal multiplexing.
This is one of our prototype with 2 LCD panels running at 60Hz that emits light field,
so the eye can have the correct focus cue to form a comfortable 3D perception
And here’s the focusing example that the eye can freely refocus.
(say no eye tracking advantage, depth of field is completely done with the eye…)
The next question is: how do we generate contents on the 2 display panels that gives us the visible light field
To allow for such experience, we first generate all possible views visible to the eye.
This is our input
For the multiplicative 2 layers modulation,
we know that each light ray is a multiplication of the pixels on the 2 panels
And we can define each view being a set of rays entering the eye at different location
So this is the central view
And the right most view.
I also want to mention that This is the parallax of the light field over the pupil that allows us to focus naturally
A complete description of the light field can be expressed using a matrix from the 2 panels,
(click) and this allows a inverse matrix factorization problem, that we know how to solve it efficiently from our prior work
The details please refer to our paper.
Here is the factorization found using our algorithm.
Objects are mostly assigned to its nearest plane,
(click) but objects in between planes are distributed with some strange patterns
That you can not just focus on objects on the planes,
where you can get a focus on them without a problem,
(click) But also for objects in between planes, and you can still get a reasonable focus on them
There are many different ways to approximate light field, with different degrees of freedom.
You may wonder how that’s different from ours
Here is an example of a dark object in the front and a a bright object in the back.
Their edges are just touching each other to the eye
When looking from the right side of the eye,
there is some separation between the 2 due to parallax,
But when you look from the left side of the eye,
If you are using additive multilayer,
the bright background shine through the front occluder.
This is because you can only add light, leaving an incorrect light field
here is a real-time rendering example showing the incorrect light field.
(Click) Using a multiplicative method, we can actually have the front panel blocking the shine through light,
Giving the correct light field.
So let me some implementation details and show you some results
We built our prototype from Adafruit’s design, you can find info on their website
We bought 2 aspheric lens from eBay, they are about $10 each
Our initial design use a 5 inch toshiba panel, but the diffraction behavior is not good enough
So we switch to Chimei 7inch panel, and also cheaper, about $35 each
The universal board is about $30 each
You can find them all on ebay
This is the latest prototype we built at NVIDIA, and we are also showing this at our ETECH booth.
Please come try it out.
We render 5x5x2 light field using OpenGL for real-time rendering, or PovRay for off-line renderer.
We can also pull off light fields from the light field camera.
(click) We factorize the content on GPU using CUDA.
(click) We implemented 3 algorithms described in cascaded display, they all run the same, converge around 3 to 5 iterations.
Each iteration we solves 25 views with each image 640x800 and 2 eye,
And each iteration takes between 5 to 10ms, depending on the card.
And here is the results.
In a traditional headmount, everything looks sharp in focus, but it also looks kinda flat.
In the light field headmount, we can focus on the foreground, leaving the background out-of-focused,
Or look at the background, leaving the foreground defocused.
When you look at the traditional headmount, when the eye diverge, and also decrease the accommodation,
the image will also look blurred, you will experience this in our etech booth
This is actually very disturbing when we have too much high frequency in the scene/foreground
This is actually very disturbing when we have too much high frequency in the scene/foreground
Finally like we mentioned earlier, enabling interaction with hand is important for future VR,
and we can focus on foreground right hand
Or background left hand
And This is the place where we think people are going to find light field VR interesting by designing real world experience.
we use a translational stage to shoot two image,
but now this time using your own eye instead of using computer software
Please also refer to the paper for the diffraction analysis, light field is distortion, and image formation,
That we don’t have time to cover here
There some limitations to our solution
First is the reduction in brightness since we stack light-attenuation LCD panel.
Fortunately human adaptation to brightness is extremely good for VR experience but not AR.
Another issue is latency, currently we render a total of 50 views each frame, and it’s a big performance hit to the rendering pipeline
We believe the next-gen engine incorporating shading reuse will solve the problem
Finally, diffraction is the biggest challenging for future HMD, and we are here on the limit of geometric optics.
2 pictures
Including insight in human vision and human perception into the hardware and computation
Can enable better visual experience
Like Vision-correcting display last year