3 D Displays Overview Revision 1 3 Copyright

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3 D Displays Overview Revision 1. 3 Copyright 2006 Zachary Wartell University of North

3 D Displays Overview Revision 1. 3 Copyright 2006 Zachary Wartell University of North Carolina Charlotte © Dr. Zachary Wartell 3/23/2005 1

3 D Displays : Basic Properties • (1) “retinal disparity”- (also called stereo parallax)

3 D Displays : Basic Properties • (1) “retinal disparity”- (also called stereo parallax) display presents a left eye perspective view of a virtual scene to the left eye and different right eye perspective view to the right eye. The retinal disparities in the left and right retinal images induce a perceived 3 D image of the scene. Implicitly the user experiences ocular vergence as she fixates on objects at different stereo depths. • (2) “multi-viewpoint”- (also called motion parallax) image pair presented to the user’s eyes is dependent on the user’s head position; moving or walking around the display; the user perceives the virtual objects from different vantage points. “Multi-viewpoint” means continuous and correct changes to the perceived images as the head moves in any direction. © Dr. Zachary Wartell 3/23/2005 2

Taxonomy © Dr. Zachary Wartell 3/23/2005 3

Taxonomy © Dr. Zachary Wartell 3/23/2005 3

A Ideal Surface Display C © Dr. Zachary Wartell B D 3/23/2005 4

A Ideal Surface Display C © Dr. Zachary Wartell B D 3/23/2005 4

Physical world creates natural blur © Dr. Zachary Wartell 3/23/2005 5

Physical world creates natural blur © Dr. Zachary Wartell 3/23/2005 5

Ideal Surface Display creates natural blur © Dr. Zachary Wartell 3/23/2005 6

Ideal Surface Display creates natural blur © Dr. Zachary Wartell 3/23/2005 6

Stereoscopic Surface Display • cannot create the wavefronts of the synthetic 3 D •

Stereoscopic Surface Display • cannot create the wavefronts of the synthetic 3 D • multi-viewpoint property: a stereoscopic display must : – determine the user’s head position – render a left and right eye image specifically computed for that head position; – channel each of the two images to the appropriate eye. (while at a given moment a full holographic display outputs an image for every possible eye position, a typical stereoscopic display outputs an image for only the two current eye positions). © Dr. Zachary Wartell 3/23/2005 7

Stereoscopic Surface Display Wavefronts © Dr. Zachary Wartell 3/23/2005 8

Stereoscopic Surface Display Wavefronts © Dr. Zachary Wartell 3/23/2005 8

Accommodation and Vergence Link eyes physical box © Dr. Zachary Wartell 3/23/2005 9

Accommodation and Vergence Link eyes physical box © Dr. Zachary Wartell 3/23/2005 9

Accommodation and Vergence Link fovea fixation point physical box © Dr. Zachary Wartell 3/23/2005

Accommodation and Vergence Link fovea fixation point physical box © Dr. Zachary Wartell 3/23/2005 10

Accommodation and Vergence Link fovea fixation point physical box © Dr. Zachary Wartell 3/23/2005

Accommodation and Vergence Link fovea fixation point physical box © Dr. Zachary Wartell 3/23/2005 11

Accommodation and Vergence Link fovea fixation point physical box accommodation depth = vergence depth

Accommodation and Vergence Link fovea fixation point physical box accommodation depth = vergence depth © Dr. Zachary Wartell 3/23/2005 12

Stereoscopic Display versus Physical World © Dr. Zachary Wartell 3/23/2005 13

Stereoscopic Display versus Physical World © Dr. Zachary Wartell 3/23/2005 13

Fixate on farther object © Dr. Zachary Wartell 3/23/2005 14

Fixate on farther object © Dr. Zachary Wartell 3/23/2005 14

Fixate on even farther objects © Dr. Zachary Wartell 3/23/2005 15

Fixate on even farther objects © Dr. Zachary Wartell 3/23/2005 15

Fusion Metrics -screen parallax, HVA, vergence difference © Dr. Zachary Wartell 3/23/2005 16

Fusion Metrics -screen parallax, HVA, vergence difference © Dr. Zachary Wartell 3/23/2005 16

Screen Parallax © Dr. Zachary Wartell 3/23/2005 17

Screen Parallax © Dr. Zachary Wartell 3/23/2005 17

Vergence Difference ( - ) © Dr. Zachary Wartell 3/23/2005 18

Vergence Difference ( - ) © Dr. Zachary Wartell 3/23/2005 18

Image Cross-talk/Ghosting filters display left right © Dr. Zachary Wartell 3/23/2005 19

Image Cross-talk/Ghosting filters display left right © Dr. Zachary Wartell 3/23/2005 19

Experimental Limits in Stereo Display • Valyus [Valy 66] gives a vergence difference range

Experimental Limits in Stereo Display • Valyus [Valy 66] gives a vergence difference range of +/1. 6 degrees. • Yeh and Silverstein [Yeh 90] – find a fusible HVA range of -4. 93 to 1. 57 degrees for viewing durations that allow ocular vergence (2 s) – a HVA range of -27 min arc to 24 min arc for viewing durations that don’t allow ocular vergence (200 ms). They recommend keeping applications to the smaller of these ranges. • William’s and Parrish’s experiments suggest a viewing volume of – 25% through +60% of the head-to-screen distance. © Dr. Zachary Wartell 3/23/2005 20

Comparing Far Fusible Depth B screen A dmax. B 2 pmax 1 pmax 2

Comparing Far Fusible Depth B screen A dmax. B 2 pmax 1 pmax 2 © Dr. Zachary Wartell dmax. A 1 3/23/2005 dmax. A 2 maximum depth planes 21

Far Depth Limits A B Head to Screen Distance (m) Solid line – Valyus’s+1.

Far Depth Limits A B Head to Screen Distance (m) Solid line – Valyus’s+1. 6 vergence difference; Dash line – Yeh’s +1. 57 HVA; Dash-dot - Valyus’s max parallax approximation; Circles – William and Parrish limits. © Dr. Zachary Wartell 3/23/2005 22

Nearest Portrayable Depth A B screen pmax 1 dmax. B 2 dmax. A 1

Nearest Portrayable Depth A B screen pmax 1 dmax. B 2 dmax. A 1 pmax 2 © Dr. Zachary Wartell maximum depth planes 3/23/2005 23

Limitations of Fusibility Limits • varies with display technology • varies with contrast of

Limitations of Fusibility Limits • varies with display technology • varies with contrast of given image • scenes have arbitrary distribution of depth – experiments usually use single stimuli • individual differences, etc. © Dr. Zachary Wartell 3/23/2005 24

View Frustums in Stereo u n © Dr. Zachary Wartell v 3/23/2005 25

View Frustums in Stereo u n © Dr. Zachary Wartell v 3/23/2005 25

View Frustum ≠ Eye Pupil and Retina pupils! left retina right • Recall ideal

View Frustum ≠ Eye Pupil and Retina pupils! left retina right • Recall ideal surface display (slide 6) versus stereoscopic display (slide 8) © Dr. Zachary Wartell 3/23/2005 26

View Frustum = Eye Pupil and Physical Pixels • graphics pipeline (frustum) knows nothing

View Frustum = Eye Pupil and Physical Pixels • graphics pipeline (frustum) knows nothing of retina’s shape, that is the brains problem! physical pixels! pupils! left retina right © Dr. Zachary Wartell 3/23/2005 27

View Frustum = Eye Pupil and Physical Pixels • Recall ideal surface display (slide

View Frustum = Eye Pupil and Physical Pixels • Recall ideal surface display (slide 6) versus stereoscopic display (slide 8) pupils! projection =physical plane pixels near clipping planes far clipping planes © Dr. Zachary Wartell 3/23/2005 28

HMD Head Mounted Display (HMD) Headset Displays (Internal) © Dr. Zachary Wartell 3/23/2005 29

HMD Head Mounted Display (HMD) Headset Displays (Internal) © Dr. Zachary Wartell 3/23/2005 29

HTD (Head-tracked Display) Desktop Stereo HTD Stationary Display 3 D Glasses Head Tracker ©

HTD (Head-tracked Display) Desktop Stereo HTD Stationary Display 3 D Glasses Head Tracker © Dr. Zachary Wartell 3/23/2005 30

View Coordinate Hierarchy (Simplified) © Dr. Zachary Wartell 3/23/2005 31

View Coordinate Hierarchy (Simplified) © Dr. Zachary Wartell 3/23/2005 31

View Coordinate Hierarchy • platform-to-world – position/orientation/scale – UI manipulates • tracker-to-platform – fixed

View Coordinate Hierarchy • platform-to-world – position/orientation/scale – UI manipulates • tracker-to-platform – fixed by physical display arrangement • head. Sensor-to-tracker – dynamically determined by tracker hardware • eyes-to-head. Sensor – fixed by physical display arrangement • projection. Plane-to-(head. Sensor/platform) - fixed by physical display arrangement © Dr. Zachary Wartell 3/23/2005 32

Small object closer by (=/≠) Large object far away Proj. Plane COP © Dr.

Small object closer by (=/≠) Large object far away Proj. Plane COP © Dr. Zachary Wartell 3/23/2005 33

Platform Scale DOF © Dr. Zachary Wartell 3/23/2005 34

Platform Scale DOF © Dr. Zachary Wartell 3/23/2005 34

Four Eye Separations © Dr. Zachary Wartell 3/23/2005 35

Four Eye Separations © Dr. Zachary Wartell 3/23/2005 35

HTD Example SW←Plat=SParent(Plat)←Plat=2400 Platform modeled e. s. phy: 3. 0 cm vir: 72 m

HTD Example SW←Plat=SParent(Plat)←Plat=2400 Platform modeled e. s. phy: 3. 0 cm vir: 72 m 00 1 4 =2 ? = ← ? )← S W are SP (? nt Tracker Projection Plane Head- Sensor Eyes Proj. Window 5 x 5 m (phys) true e. s. phy: 6. 5 cm vir: 156 m y (virtual) 12 km z Eyes x y z © Dr. Zachary Wartell physical: 1 m virtual: 2400 m Plat. (physical) 5 m x 3/23/2005 36

Goals for 3 D Display • generating fusible stereoscopic imagery • generating accurate stereoscopic

Goals for 3 D Display • generating fusible stereoscopic imagery • generating accurate stereoscopic imagery • maximizing the added value of stereoscopic depth images • minimizing frame cancellation • bringing manipulated stereoscopic imagery within arms’ reach to improve direct manipulation © Dr. Zachary Wartell 3/23/2005 37

Generate Fusible Imagery • hardware: – need ideal surface display (hologram) – dynamic depth

Generate Fusible Imagery • hardware: – need ideal surface display (hologram) – dynamic depth image plane – multi-planar display • software: geometric scene manipulation to reduce screen parallax © Dr. Zachary Wartell 3/23/2005 38

Fusion Control • heuristic limits on portrayed range of stereoscopic depth Comfortable Near Fusion

Fusion Control • heuristic limits on portrayed range of stereoscopic depth Comfortable Near Fusion Limit © Dr. Zachary Wartell Screen 3/23/2005 Comfortable Far Fusion Limit 39

Fusion Control • heuristic limits on portrayed range of stereoscopic depth Comfortable Near Fusion

Fusion Control • heuristic limits on portrayed range of stereoscopic depth Comfortable Near Fusion Limit © Dr. Zachary Wartell Screen 3/23/2005 Comfortable Far Fusion Limit 40

Fusion Control • heuristic limits on portrayed range of stereoscopic depth Comfortable Near Fusion

Fusion Control • heuristic limits on portrayed range of stereoscopic depth Comfortable Near Fusion Limit © Dr. Zachary Wartell Screen 3/23/2005 Comfortable Far Fusion Limit 41

Frame cancellation/window violation © Dr. Zachary Wartell 3/23/2005 42

Frame cancellation/window violation © Dr. Zachary Wartell 3/23/2005 42

Frame cancellation/window violation © Dr. Zachary Wartell 3/23/2005 43

Frame cancellation/window violation © Dr. Zachary Wartell 3/23/2005 43

Spatial Distortion view scale factor Virtual fusion control technique Modeled calibration errors Adapted individual

Spatial Distortion view scale factor Virtual fusion control technique Modeled calibration errors Adapted individual differences & procedure effect and error Displayed Perceived -perceptual matching -magnitude estimation -category estimation -mapping -registration exp. -subjective magnitude anaytic/geometric analysis experimental analysis © Dr. Zachary Wartell 3/23/2005 44

Displayed Distortion • assume no modeled→adaptation distortion: Image. Display= T * Image. Modeled •

Displayed Distortion • assume no modeled→adaptation distortion: Image. Display= T * Image. Modeled • sources: – stereo-no tracking – stereo with eye pair offset error – stereo with tracking latency error – stereo with tracking & calibration error © Dr. Zachary Wartell 3/23/2005 45

Stereo-No Tracking: Induced Stereo Motion • assume projection window is correctly measured and model

Stereo-No Tracking: Induced Stereo Motion • assume projection window is correctly measured and model eye separation = true eye sep. ! z near space true x far space modeled =true displayed modeled =displayed true © Dr. Zachary Wartell 3/23/2005 displayed 46

Induced Stereo Motion: Lateral-Near Space z x near space far space true displayed modeled

Induced Stereo Motion: Lateral-Near Space z x near space far space true displayed modeled =true Near Space Far Space with head motion opposite head motion displayed true © Dr. Zachary Wartell 3/23/2005 47

Induced Stereo Motion: Perpendicular-Far Space z x near space far space true displayed true

Induced Stereo Motion: Perpendicular-Far Space z x near space far space true displayed true modeled =true displayed © Dr. Zachary Wartell 3/23/2005 modeled =displayed 48

Induced Stereo Motion: Perpendicular/Near Space z x near space true far space true Near

Induced Stereo Motion: Perpendicular/Near Space z x near space true far space true Near Spc Hd Forw. modeled =true © Dr. Zachary Wartell forward Hd Back back 3/23/2005 Far Spc back forward 49

Induced Stereo Motion: Shape near space © Dr. Zachary Wartell far space 3/23/2005 50

Induced Stereo Motion: Shape near space © Dr. Zachary Wartell far space 3/23/2005 50

Tracking ideally removes induction stereo motion © Dr. Zachary Wartell 3/23/2005 51

Tracking ideally removes induction stereo motion © Dr. Zachary Wartell 3/23/2005 51

Eye Pair Offset Error • modeled eye location pair is at constant translation offset

Eye Pair Offset Error • modeled eye location pair is at constant translation offset true eye locaiton pair – constrant translational tracking error – translational mis-calibration between coordinate systems in view hierarchy © Dr. Zachary Wartell 3/23/2005 52

Tracking Latency Error © Dr. Zachary Wartell 3/23/2005 53

Tracking Latency Error © Dr. Zachary Wartell 3/23/2005 53

Calibration Error • miss-measure eye separation or screen size © Dr. Zachary Wartell 3/23/2005

Calibration Error • miss-measure eye separation or screen size © Dr. Zachary Wartell 3/23/2005 54

Fusion Adaptation Distortions • assume no modeled→display distortion: Image. Adapted= T * Image. Modeled

Fusion Adaptation Distortions • assume no modeled→display distortion: Image. Adapted= T * Image. Modeled © Dr. Zachary Wartell 3/23/2005 55