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PRESENTATION BY
MAHESH KUMAR SHRESTHA
MAHESH SINGH MADAI
MANISHA DESHAR
1
TOPICS
2
Types of VR
Navigation and
Manipulation
Factors in VR System
3D Position Tracking
Introduction
Key Components
Visual Computation in
VR
AR
Application of VR
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.
TYPES OF VR SYSTEM
VR systems can be classified into 3 major categories based on one of the important
features of VR, which is immersion and the type of interfaces or components utilized in
the system. These are:
• Non-immersive
• Immersive
• Semi-immersive
NON-IMMERSIVE VR SYSTEM
Also called Desktop VR system, Fish tank or Window on World system
Least immersive and least expensive of the VR systems, as it requires the least
sophisticated components.
It allows users to interact with a 3D environment through a stereo display monitor and
glasses
IMMERSIVE VR SYSTEM
Most expensive and gives the highest level of immersion
Its components include HMD, tracking devices, data gloves and others, which encompass the user with
computer generated 3D animation that give the user the feeling of being part of the virtual environment.
SEMI-IMMERSIVE VR SYSTEM
Provides high level of immersion, while keeping the simplicity of the desktop VR or utilizing some
physical model.
Example of such system includes the CAVE (Cave Automatic Virtual Environment) and an application is
the driving simulator
DISTRIBUTED VR SYSTEM
New category of VR system, which exists as a result of rapid development of internet.
Its goal is to remove the problem of distance, allowing people from many different locations to participate
and interact in the same virtual world through the help of the internet and other networks.
10
KEY
COMPONENTS
SENSORS
11
• Magnetometer:
 Measures magnetic fields.
 Essentially acts as a compass, and by being able to detect magnetic North, it can always tell which direction it is
facing
• Accelerometer:
 Used to let your device know which way it is facing.
 Measures acceleration across an axis or multiple axes
 Detect position, velocity, vibration, and to determine orientation
• Gyroscope:
 Used for measuring and maintaining orientation and angular velocity.
A gyroscope senses changes in twist and angle.
LENSES
12
Lenses in our eyes is to alter the incoming light in a way that it gets focused on our receptors on the back
of our eyes.
If you look at something really close your lenses have to bend a lot to give you a sharp image.
In Virtual Reality, Head Mounted Displays (VR HMDs) are 3 to 7 cm in front of our eyes. That’s why we
need lenses in VR HMDs that bend the light and make it easier for our eyes to see.
Google
Cardboard
13
Fresnel Lenses used in many VR Headsets
DISPLAY SCREEN
14
• PC/Console/Smartphones:
Computers are used to process inputs and outputs sequentially. To power the content creation and
production significant computing power is required, thereby making PC/consoles/smartphones
important part of VR systems
• Head Mount Display(HMD):
It is a display device, worn on the head or as part of a helmet, that has a small display optic in front of
one (monocular HMD) or each eye (binocular HMD).
A HMD has many uses, including in gaming, aviation,
engineering, and medicine lift.
A typical HMD has one or two small displays, with lenses and
semi-transparent mirrors embedded in eyeglasses
Have their own screen
15
Input Devices:
Provides users the sense of immersion and determines the way a user communicates with the computer.
Helps users to navigate and interact within a VR environment to make it intuitive and natural as possible
Examples: Joysticks, force Balls/Tracking balls, Controller wands, Data gloves, trackpads, On-device
control buttons, Motion trackers, Bodysuits, Treadmills and Motion platforms.
VR Engine:
Responsible for calculating and generating graphical models, object rendering, lighting, mapping,
texturing, simulation and display in real-time.
Handles the interaction with users and serves as an interface with the I/O devices.
Output Devices:
Used for presenting the VR content or environment to the users
The output devices get feedback from the VR engine and pass it on to the users through the
corresponding output devices to stimulate the senses.
SIMULATION & RENDERING
16
• Simulation:
Usage of a computer for the imitation of a real-world process or system.
 Handles interactions, object behaviors, simulations of physical laws and determines the world status
A discrete process that is iterated once for each frame
A simulation requires a model, or a mathematical description of the real system. This is in the form of
computer programs, which encompass the key characteristics or behaviors of the selected system.
 Here, the model is basically a representation of the system and the simulation process is known to
depict the operation of the system in time.
SIMULATION & RENDERING
17
Rendering:
 Automatic process of generating a photorealistic or non-photorealistic image from a 2D or 3D model.
 Particular view of a 3D model that has been converted into a realistic image.
 Mostly used in architectural designs, video games, and animated movies, simulators, TV special effects and
design visualization.
VR COMPONENT SYSTEM ARCHITECTURE
18
•
FACTORS IN VIRTUAL REALITY
19
Field of View(FOV)
It is defined as the total angular size of the image visible to both the eyes.
FOV describes the angle through which the devices can pick up electromagnetic radiation.
FOV allows for coverage of an area rather than a single focused point.
A large FOV is essential to getting an immersive life-like experience.
Wider FOV also provides better sensor
coverage or accessibility for many other optical devices
FACTORS IN VR SYSTEMS
20
Frame Rate
Number of frames or images that are projected or displayed per second.
Greatly impacts the style and viewing experience of a video.
Different frame rates yield different viewing experiences, and choosing a frame rate often means
choosing between things such as how realistic you want your video to look.
Frame rates are often measured in frames per second.(fps)
To give the impression of a dynamic picture, the system updates the display very frequently with a new
image
• Real time, >25 frames/s  So the environment is smooth
FACTORS IN VR SYSTEM
21
Latency:
Latency is the amount of time a message takes to traverse a system.
Latency or lag is the delay induced by the various components of a VR system between the user’s
inputs and the corresponding response from the system in the form of a change in the display.
 As latency increases a user’s senses become increasingly confused as their actions become more and
more delayed
 Chronic cases can result in simulator sickness, hence latency must be kept to a minimum.
Latency < 50 ms
3D POSITION TRACKERS
22
6-DEGREES OF FREEDOM(DOF)
IMU(Inertial
Measurement Unit)
It is an electronic
device that measures
and reports a
body's specific, angular
rate, and sometimes
the magnetic field
surroundings the body,
using a combination
of accelerometers and
gyroscope, sometimes
also magnetometers.
23
NAVIGATION
24
Navigation in VR system is the users' ability to move around and explore the virtual environment
Navigation in VR is dependent on what functionality you want to give to the users.
Navigation Techniques
Steering : direction and velocity
hand-directed
gaze-directed
physical devices
(steering wheel, flight sticks)
Target-based
point at object, list of coordinates
Route planning
place markers in world
MANIPULATION
25
 Direct Manipulation is the ability for a user in virtual reality to control objects in the virtual environment in a direct and
natural way
 Direct manipulation provides many advantages for the exploration of complex, multi-dimensional data sets, by
allowing the investigator the ability to intuitively explore the data environment.
 An investigator can, for example, move a “data probe” about in space, watching the results and getting a sense of
how the data varies within its spatial volume.
MANIPULATION INTERFACE
26
When data probe is taken into account, the user is allowed to move the data probe anywhere in three-
dimensional space, and in response to that movement several operations must occur:
• Collision Detection: the system must identify that the user has “picked up” or “moved” the data probe.
• Data Access: for a given spatial position of the data probe, the system must locate the data (vector data in our
example) for that location and access that data, as well as all data involved in the visualization computation.
• Visualization Computation: The geometry of the visualization (the streamline in our example) must be computed.
• Graphical Rendering: The entire graphical environment must be re-rendered from the viewpoint of the user’s
current head position.
VISUAL COMPUTING AND VIRTUAL
REALITY
 Visual computing is generic term for computer science attributes such as images and 3D
models.
 Examples: Image processing, Virtual and Augmented reality, Human computer
interaction, etc.
 Virtual reality is use of computer technology to create simulated environment.
 Users interact with 3D worlds within VR.
CONTD…….
 Integration of images, 3D models, graphics and setting up of human computer interaction
completes virtual reality and these components fall under visual computing.
 The creation of simulated environment is defined under visual computation.
 Visualization of real environment is done under graphics designing and 3D models are made
accordingly.
 . Requirements for VR include head-mounted displays, real-time tracking, and high-quality
real-time rendering.
AUGMENTED REALITY
AUGMENT
Increased in number, Adding
+ REALITY
State of being actual or real
= AUGMENTED REALITY
Adding information and meaning to a real world object
Augmented Reality
 A combination of a real scene viewed by a user and a virtual scene generated by a computer
that augments the scene with additional information.
 It digitally enhanced view of the real world, connecting us with more meaningful content in
our every day life.
WHAT IS THE GOAL OF AR?
To enhance a person’s performance and
perception of the world
But, what is the ultimate goal????
THE ULTIMATE GOAL OF AR
Create a system such that a user
CANNOT tell the difference between the
real world and the virtual augmentation
of it.
MILGRAM’S REALITY-VIRTUALITY
CONTINUUM
• In 1994 Paul Milgram and Fumio Kishino defined a mixed reality as "anywhere between
the extrema of the virtuality continuum”, where the Virtuality Continuum extends from
the completely real through to the completely virtual environment with augmented
reality and augmented virtuality ranging between.
AR VERSUS VR
• 1. AR allows the user to see the real world,
with virtual objects superimposed upon or
composited with the real world user
maintains a sense of presence in real world
2. Needs a mechanism to combine virtual
and real worlds
• 1. VR technologies completely immerse a user
inside a synthetic environment. While immersed,
the user cannot see the real world around him.
• 2. Visual senses are under control of system
(sometimes aural and proprioceptive senses too)
HEAD MOUNTED DISPLAY
APPLICATIONS
Education Military Engineering
medical industry Games
ADVANTAGES
 The biggest potential for this technology is to make our lives better. It will help us in our
day-to-day lives,
 It’s the ability to browse life like we browse the web and experience the real work instead
of looking down at your phone
LIMITATIONS
 Privacy advocates see danger in the idea that somebody with internet-enabled smart
glasses can access private information without a person’s knowledge or consent.
 Accurate tracking and orientation
 For wearable augmented reality system, there are still enough computing power to
create stereo 3D graphics
 The size of AR systems is yet another problem.
40
41
CHALLENGES OF MAKING VR/AR
42

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Virtual Reality(full)

  • 1. PRESENTATION BY MAHESH KUMAR SHRESTHA MAHESH SINGH MADAI MANISHA DESHAR 1
  • 2. TOPICS 2 Types of VR Navigation and Manipulation Factors in VR System 3D Position Tracking Introduction Key Components Visual Computation in VR AR Application of VR
  • 3. 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.
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  • 5. TYPES OF VR SYSTEM VR systems can be classified into 3 major categories based on one of the important features of VR, which is immersion and the type of interfaces or components utilized in the system. These are: • Non-immersive • Immersive • Semi-immersive
  • 6. NON-IMMERSIVE VR SYSTEM Also called Desktop VR system, Fish tank or Window on World system Least immersive and least expensive of the VR systems, as it requires the least sophisticated components. It allows users to interact with a 3D environment through a stereo display monitor and glasses
  • 7. IMMERSIVE VR SYSTEM Most expensive and gives the highest level of immersion Its components include HMD, tracking devices, data gloves and others, which encompass the user with computer generated 3D animation that give the user the feeling of being part of the virtual environment.
  • 8. SEMI-IMMERSIVE VR SYSTEM Provides high level of immersion, while keeping the simplicity of the desktop VR or utilizing some physical model. Example of such system includes the CAVE (Cave Automatic Virtual Environment) and an application is the driving simulator
  • 9. DISTRIBUTED VR SYSTEM New category of VR system, which exists as a result of rapid development of internet. Its goal is to remove the problem of distance, allowing people from many different locations to participate and interact in the same virtual world through the help of the internet and other networks.
  • 11. SENSORS 11 • Magnetometer:  Measures magnetic fields.  Essentially acts as a compass, and by being able to detect magnetic North, it can always tell which direction it is facing • Accelerometer:  Used to let your device know which way it is facing.  Measures acceleration across an axis or multiple axes  Detect position, velocity, vibration, and to determine orientation • Gyroscope:  Used for measuring and maintaining orientation and angular velocity. A gyroscope senses changes in twist and angle.
  • 12. LENSES 12 Lenses in our eyes is to alter the incoming light in a way that it gets focused on our receptors on the back of our eyes. If you look at something really close your lenses have to bend a lot to give you a sharp image. In Virtual Reality, Head Mounted Displays (VR HMDs) are 3 to 7 cm in front of our eyes. That’s why we need lenses in VR HMDs that bend the light and make it easier for our eyes to see. Google Cardboard
  • 13. 13 Fresnel Lenses used in many VR Headsets
  • 14. DISPLAY SCREEN 14 • PC/Console/Smartphones: Computers are used to process inputs and outputs sequentially. To power the content creation and production significant computing power is required, thereby making PC/consoles/smartphones important part of VR systems • Head Mount Display(HMD): It is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one (monocular HMD) or each eye (binocular HMD). A HMD has many uses, including in gaming, aviation, engineering, and medicine lift. A typical HMD has one or two small displays, with lenses and semi-transparent mirrors embedded in eyeglasses Have their own screen
  • 15. 15 Input Devices: Provides users the sense of immersion and determines the way a user communicates with the computer. Helps users to navigate and interact within a VR environment to make it intuitive and natural as possible Examples: Joysticks, force Balls/Tracking balls, Controller wands, Data gloves, trackpads, On-device control buttons, Motion trackers, Bodysuits, Treadmills and Motion platforms. VR Engine: Responsible for calculating and generating graphical models, object rendering, lighting, mapping, texturing, simulation and display in real-time. Handles the interaction with users and serves as an interface with the I/O devices. Output Devices: Used for presenting the VR content or environment to the users The output devices get feedback from the VR engine and pass it on to the users through the corresponding output devices to stimulate the senses.
  • 16. SIMULATION & RENDERING 16 • Simulation: Usage of a computer for the imitation of a real-world process or system.  Handles interactions, object behaviors, simulations of physical laws and determines the world status A discrete process that is iterated once for each frame A simulation requires a model, or a mathematical description of the real system. This is in the form of computer programs, which encompass the key characteristics or behaviors of the selected system.  Here, the model is basically a representation of the system and the simulation process is known to depict the operation of the system in time.
  • 17. SIMULATION & RENDERING 17 Rendering:  Automatic process of generating a photorealistic or non-photorealistic image from a 2D or 3D model.  Particular view of a 3D model that has been converted into a realistic image.  Mostly used in architectural designs, video games, and animated movies, simulators, TV special effects and design visualization.
  • 18. VR COMPONENT SYSTEM ARCHITECTURE 18 •
  • 19. FACTORS IN VIRTUAL REALITY 19 Field of View(FOV) It is defined as the total angular size of the image visible to both the eyes. FOV describes the angle through which the devices can pick up electromagnetic radiation. FOV allows for coverage of an area rather than a single focused point. A large FOV is essential to getting an immersive life-like experience. Wider FOV also provides better sensor coverage or accessibility for many other optical devices
  • 20. FACTORS IN VR SYSTEMS 20 Frame Rate Number of frames or images that are projected or displayed per second. Greatly impacts the style and viewing experience of a video. Different frame rates yield different viewing experiences, and choosing a frame rate often means choosing between things such as how realistic you want your video to look. Frame rates are often measured in frames per second.(fps) To give the impression of a dynamic picture, the system updates the display very frequently with a new image • Real time, >25 frames/s  So the environment is smooth
  • 21. FACTORS IN VR SYSTEM 21 Latency: Latency is the amount of time a message takes to traverse a system. Latency or lag is the delay induced by the various components of a VR system between the user’s inputs and the corresponding response from the system in the form of a change in the display.  As latency increases a user’s senses become increasingly confused as their actions become more and more delayed  Chronic cases can result in simulator sickness, hence latency must be kept to a minimum. Latency < 50 ms
  • 22. 3D POSITION TRACKERS 22 6-DEGREES OF FREEDOM(DOF) IMU(Inertial Measurement Unit) It is an electronic device that measures and reports a body's specific, angular rate, and sometimes the magnetic field surroundings the body, using a combination of accelerometers and gyroscope, sometimes also magnetometers.
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  • 24. NAVIGATION 24 Navigation in VR system is the users' ability to move around and explore the virtual environment Navigation in VR is dependent on what functionality you want to give to the users. Navigation Techniques Steering : direction and velocity hand-directed gaze-directed physical devices (steering wheel, flight sticks) Target-based point at object, list of coordinates Route planning place markers in world
  • 25. MANIPULATION 25  Direct Manipulation is the ability for a user in virtual reality to control objects in the virtual environment in a direct and natural way  Direct manipulation provides many advantages for the exploration of complex, multi-dimensional data sets, by allowing the investigator the ability to intuitively explore the data environment.  An investigator can, for example, move a “data probe” about in space, watching the results and getting a sense of how the data varies within its spatial volume.
  • 26. MANIPULATION INTERFACE 26 When data probe is taken into account, the user is allowed to move the data probe anywhere in three- dimensional space, and in response to that movement several operations must occur: • Collision Detection: the system must identify that the user has “picked up” or “moved” the data probe. • Data Access: for a given spatial position of the data probe, the system must locate the data (vector data in our example) for that location and access that data, as well as all data involved in the visualization computation. • Visualization Computation: The geometry of the visualization (the streamline in our example) must be computed. • Graphical Rendering: The entire graphical environment must be re-rendered from the viewpoint of the user’s current head position.
  • 27. VISUAL COMPUTING AND VIRTUAL REALITY  Visual computing is generic term for computer science attributes such as images and 3D models.  Examples: Image processing, Virtual and Augmented reality, Human computer interaction, etc.  Virtual reality is use of computer technology to create simulated environment.  Users interact with 3D worlds within VR.
  • 28. CONTD…….  Integration of images, 3D models, graphics and setting up of human computer interaction completes virtual reality and these components fall under visual computing.  The creation of simulated environment is defined under visual computation.  Visualization of real environment is done under graphics designing and 3D models are made accordingly.  . Requirements for VR include head-mounted displays, real-time tracking, and high-quality real-time rendering.
  • 29. AUGMENTED REALITY AUGMENT Increased in number, Adding + REALITY State of being actual or real = AUGMENTED REALITY Adding information and meaning to a real world object
  • 30. Augmented Reality  A combination of a real scene viewed by a user and a virtual scene generated by a computer that augments the scene with additional information.  It digitally enhanced view of the real world, connecting us with more meaningful content in our every day life.
  • 31. WHAT IS THE GOAL OF AR? To enhance a person’s performance and perception of the world But, what is the ultimate goal????
  • 32. THE ULTIMATE GOAL OF AR Create a system such that a user CANNOT tell the difference between the real world and the virtual augmentation of it.
  • 33. MILGRAM’S REALITY-VIRTUALITY CONTINUUM • In 1994 Paul Milgram and Fumio Kishino defined a mixed reality as "anywhere between the extrema of the virtuality continuum”, where the Virtuality Continuum extends from the completely real through to the completely virtual environment with augmented reality and augmented virtuality ranging between.
  • 34. AR VERSUS VR • 1. AR allows the user to see the real world, with virtual objects superimposed upon or composited with the real world user maintains a sense of presence in real world 2. Needs a mechanism to combine virtual and real worlds • 1. VR technologies completely immerse a user inside a synthetic environment. While immersed, the user cannot see the real world around him. • 2. Visual senses are under control of system (sometimes aural and proprioceptive senses too)
  • 38. ADVANTAGES  The biggest potential for this technology is to make our lives better. It will help us in our day-to-day lives,  It’s the ability to browse life like we browse the web and experience the real work instead of looking down at your phone
  • 39. LIMITATIONS  Privacy advocates see danger in the idea that somebody with internet-enabled smart glasses can access private information without a person’s knowledge or consent.  Accurate tracking and orientation  For wearable augmented reality system, there are still enough computing power to create stereo 3D graphics  The size of AR systems is yet another problem.
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