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  • Tue 22 Jan 2008

    State of VR - Displays

    Published at 22:06   Category Uncategorized  

    Updates

    [ 23 Jul 2008 : Added Workbench and Cave videos]

    Index

    - Projectors based

    - HMD, VR Goggles

    Projectors Based

    The most impressive and immersive is the Cave system (also called SasCube, Move, Cube…). It’s a cube of at least 3×3x3m with at least four faces displaying stereoscopic images. The Cave at Iowa State University has just been upgraded and now has a resolution of 100 million pixels, featuring 96 GPUs and 24 Sony digital projectors.

     

    © Arnaud Muthelet

     

    Multiple users can fit in a Cave, enabling collaboration. Note that as of now, the displayed images have the correct perspective for a maximum of two users, and multiple-user interaction is not yet the norm.

    (c) S. Kuntz

    Then several systems with digital projectors exist, from the Holobench and Holostage to the Reality Center and a “simple” mono or multi-projectors wall.

     

    Holobench - Photos © PSA Peugeot Citroën Mediatheque.

     

    A Wall © Arnaud Muthelet

    A Reality Center © Arnaud Muthelet

    An HoloStage © Arnaud Muthelet

     

    Panoscope (c) Laval Virtual

    The Matsushita Electronics Hemispheric Dome  is an hemispherical screen of 8.5 meters in inside diameter, 18 projectors, with stereo images projected on the screen having a wide field of view (FOV) of 180 degrees in horizontal and 150 degrees in vertical directions.

     

     

    Now that the traditional theaters are buying digital projectors that have great chances of being able to display 3D pictures. As 3D movies are coming back, we should consider them as potential VR centers !

     

     

    That’s why the biggest VR display is in Paris, in the famous La Géode theater that also hosts an Imax projector.

    (c) S. Kuntz

    (c) Dassault Systèmes

    HMD, VR Goggles

    There is an impressive number of Head Mounted Displays (HMD) on the market. Some of them are getting more attention :

    (c) S. Kuntz

    - the eMagin Z800 seems to be the most successful. Priced at1500$, it has very nice displays (OLED, 800×600), but disappointing integrated trackers.

    n

    (c) Trimersion

    - the Trimersion has the big advantage of being wireless and cheap (600$). Small resolution (640×480) and probably crappy integrated trackers. Note that the gun is not tracked.


    (c) Sensics

    - the piSight Sensics is a panoramic HMD, with a field of view up to 180°, and up to 4200×2400 pixels per eye ! It is made up of several OLED 800×600 displays (built by eMagin). The main problem is that if it is not perfectly setup on your head, you can see the seams between those displays. And it’s very expensive.

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    Sun 13 Jan 2008

    Stereoscopic 3D Film and Animation - Getting It Right

    Published at 21:03   Category VR Displays  

    Ken Wittlief, a senior engineer at Vuzix (formerly  Icuiti Corp), “makers of VideoEyewear and other micro display systems”, has written an excellent article about do’s and don’ts when creating a stereoscopic entertainment. Here are some highlights of the article, but I highly recommend you to read it all :

    (…) our depth perception is only good out to approximately 200 yards. Beyond that distance everything appears to be flat, and we use sideways motion to judge distances. (…)

    The first rule of getting it right: you have to know how the images will be viewed. You are creating a virtual space in front of the viewer and you must know what that space is, before you can start placing shapes and objects at different distances. The reward for your attention to this detail is that it is possible to create images that will appear to exist in real space, across the front of the theater, extending halfway out the screen towards the viewer, and receding back for 200 yards or more.

    (…) Focus is an issue with no easy solution. The best we can do with existing systems is to not violate the convergence/focus lock the viewers eyes have learned over their lifetime too harshly. [Don’t] push objects off the screen more than half the distance to the viewer (…).

    (…) The average person has an Inter Pupil Distance (IPD) of 2.5 inches.   (…)  limit the separation on the screen to the minimum IPD that might be present in the audience: around 2 inches.

    (…)  The second rule for getting it right: don’t turn the audience into giants! You must use the correct camera separation for the camera field of view. For animation this means that first you must put your viewer into the virtual space itself. If you are animating bugs then how tall is your viewer? Do you want it to feel like the person watching the film is 6 feet tall, looking at bugs on the ground? Or do you want to bring your viewer down to bug size, so his eyes (your cameras) are the same distance apart as the bugs eyes?

    (…) The third rule for getting it right: set your cameras to converge on the most distant objects in view, and adjust your separation so that infinity is 2 inches apart at the screen, and let the foreground objects find their own place in that space. Resist the temptation to converge your cameras on the center of attention. If you really want to lock the viewers attention on one area, then use a depth of focus effect to blur the rest of the image, so the viewer will not be inclined to look around the area at other things.

    (…) The fourth rule for getting it right: you must know the timing of the projection system. (…) But when objects move quickly there comes a point when your brain sees the left view in one place, and the right view in another place, but then the left view has moved considerably and your brain cannot pull them together. The result is you see two objects: the stereoscopic 3D effect is lost.

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    Sat 12 Jan 2008

    State of VR - Devices

    Published at 1:17   Category Uncategorized  

    Updates

    [23 Jul 2008: Added Optical Tracking video]

    [6.03.08: Added Magnetic Haptics text&video]

    [24.01.08: Added CirculaFloor video]

    [21.01.08 : Added Virtusphere video]

    Index

    - Computers

    - Tracking

    - Gloves

    - Haptics

    - Locomotion

    Computers

    Not so long ago, a VR system required a million-dollar supercomputer. Nowadays the top VR systems are using clusters of desktop computers, dramatically reducing the price and maintenance costs.

    Tracking

    To be able to interact with a virtual world, the computer needs to know where your body stands through input devices called trackers.

    The most common trackers used to be magnetic trackers, (Polhemus, Ascension) but they require cables (except the new Polhemus Patriot Wireless) and can lose precision as the magnetic field is perturbed by metal.

    (c) Polhemus

     

    (c) Ascension

     

     

    The new trend is to use optical tracking (A.R.T, Vicon, Motion Analysis, IO Tracker, Natural Point) by putting inexpensive markers on your body and watching them through special video cameras. This technique has the advantage of being wireless and is becoming cheaper and cheaper, with motion capture solutions starting at 5’000$.

     

    (c) Natural Point

    Inertial tracking (XSens) is another very interesting option: it is standalone and very responsive, but has the disadvantage that positional data are drifting very fast (even though a full body capture is greatly improving the stability). Orientation data are pretty stable. But this solution isn’t (yet) ready for a precise head tracking required to generate a correct perspective.

     

    (c) XSens

    That’s why some companies take the best of both worlds by combining an inertial tracker with an optical solution to continuously recalibrate the position (Intersense, Worldviz PPT, and yes, the Wiimote !)

    Gloves

    Data Gloves aren’t used that much, except when you really need to know the position of each fingers. Immersion’s Cyberglove and 5dt Glove seem to be the most common. A.R.T Fingertracking is a recent product with very precise positional data that works with their optical tracking system.

     

     

     

    (c) S. Kuntz

     

    (c) Immersion

    Some current research are focusing on markerless tracking, which don’t require the user to put any specific apparatus.

    Haptics, force feedback

     

    The Inca 6D by Haption, based on the Spidar system, is the only large scale haptics device commercially available. The Haption’s devices compete with SensAble’s Phantom for desktop haptics. Immersion’s CyberGrasp exoskeleton gives force feedback to both your hand and your fingers.

    The ART Fingertracking is the one of the few products that adds fingertips sensations, and more researches (CEA List, Laboratory for Intelligent Mechanical Systems) are being conducted to improve the range of available sensations


     

    (c) Immersion

     

    (c) S. Kuntz

    The Magnetic Levitation Haptic Interface is ““levitated by magnets”. ”It offers things that other devices just can’t do – the high forces, low friction, low inertia, and six degrees of freedom.”

     

    (c) CEA List

     

    (c) LIMS

    Locomotion

    How do you walk inside a virtual environment ? This is still a major issue and some answers begin to appear.

    The omni-directional treadmill, part of the Cyberwalk project, could be a near-ideal solution if it was affordable.

    (c) Virtusphere

    The VirtuSphere is already a commercial product and much more affordable (50-100 k$).

    Some other research prototypes include the CirculaFloor with moving tiles, and the VR Shoes, both by the Tsukuba university.

    (c) Tsukuba University

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    Wed 9 Jan 2008

    The state of Virtual Reality .. in 1993 !

    Published at 18:20   Category VR Applications, VR Devices, VR Displays  

    The guys at EVL are posting a lot of videos !!

    Those two show a state of VR in 1993, with an impressive list of videos and applications. It would be really nice to have one such video now =)

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    Sun 6 Jan 2008

    State of VR - Applications

    Published at 11:43   Category Uncategorized  

    Index

    - Design, prototyping

    - Marketing

    - Training

    - Data Visualization

    - Architecture

    - Scientific, medical and research

    - Entertainment

    Updates

    [25 Nov 2008: Added link to Dr Rizzo interview on therapies in Medical section]

    [07 Oct 2008: Added excerpts from Ford article in Design/Prototyping section]

    [28 Aug 2008: Added link the Everyday object prototyping article]

    [4 Aug 2008: Added link to Miners traning and Agoraphobia treatment articles]

    [23 Jul 2008: Added Sivic, VR Learning Mastic Videos in Training section]

    [1 Apr 2008: Added paranoia study article link]

    [25 Mar 2008: Added phobia treatment article link]

    [29 Jan 2008: Added autistic children therapy, Audi link, Panoramic Quake3 video]

    [17 Jan 2008: Added a link to Dentists training]

    [13 Jan 2008: Added a CaveUnrealTournament Video]

    [11 Jan 2008: Added the gambling addiction link]

    Design, prototyping

     

    Car, aircraft, boat, tractors, household appliances manufacturers, and even factory planners are using VR to prototype their products. They can create interactive virtual prototypes for far less money and time than a real prototype.

    © PSA Peugeot Citroën Mediatheque.

    This has a lot of advantages. Products or work environments are tested in VR, potentially with the end user, and problems are identified early in the design process. Once these virtual prototypes are built, all the actors, engineers, designers, ergonomists, marketing and end users, can communicate around the project in a more efficient and sexy way than traditional forms like paper or movies.

    “The number of expensive, physical models and prototypes can be radically reduced by CAVE, and this ultimately saves a lot of time and money”, says Andreas Enslin, Miele’s senior designer. (…)

    “CAVE creates a quite different form of communication and cooperation. Marketers, designers and engineers can now deal with one issue simultaneously. Regardless of what comes up with me as a designer or engineer, I am able to immediately try it and see if it works. As everyone is seeing the same thing, those people who are not directly involved in the process of development and construction can also immediately see the consequences and effects of decisions.“ (…)

    The speed gained is also expected to increase the willingness to experiment, Miele’s senior designer believes. “In this respect, our innovative strength will also increase. It has become much easier to try out something crazy in between.”

    From the article : “Carmaker embraces VR“, New Zealand Herald :

    “We can understand it from a person’s perspectives, rather than what analytical tools tell us,” says Elizabeth Baron, an advanced visualisation technical specialist who carried out Ford’s virtual reality programme. (…)

    Four years ago, the carmaker would have spent four to 10 weeks building prototypes each time engineers wanted to experience a different beltline height, Schiavone said.

    But the Programmable Vehicle Model at the Immersive Virtual Reality - or iVR - lab can simulate the change at the touch of a button.”

    More infos : Everyday object prototyping, Mercedes and VR, PSA Peugeot Citroën VR Center, Renault and VR, VR Cave for Jaguar and Land Rover, Ford researchers get virtual, It’s a Virtual World at Audi design.

    Marketing

    VR is also used for marketing and pre-sales: potential clients can now test the product before it’s even finished, and be implied in the choice of configurations. For example you can take a walk in your future plane, and interactively place seats where you want. Even better, the system will make sure your decisions comply with security norms.

    (c) University of Gronigen

    (c) Virtools

    Procter&Gamble and Kimberly Clark are using VR to create, in every detail, virtual stores to conduct marketing studies about product packaging, store layout and displays. With eye-tracking technologies, they can see precisely what aspect of their configuration influences your shopping experience and purchasing decisions.

    More info : Virtual reality takes shopper to another world, Kimberly-Clark uses VR.

     

     

    Training

    One of the most fascinating aspects of VR is its ability to train people. A lot of companies and administrations are using VR to train their staff to complicated and/or dangerous procedures.

    VR allows you to really perform the gestures, thus what you learn in the virtual environment is directly applicable to real life situations. Pilots get their flight certifications for some planes without ever flying this particular plane!

    It also allows you to to test different scenarios instantly, review errors in slow motion and from different viewpoints, restart as many times as needed. Learning in such a simulator is a lot more efficient, and people are much more willing to take the training; the trainee is active in the simulator and acting alone as he would in real life, when before he was passive with other trainees, watching the teacher do the procedure or looking at photos on a CD.

     

     

    Fiacre, Simurat (c) D’Angelo SNCF

    A recent article in the Nature magazine even suggests that VR medical training should be mandatory : “This approach has great potential to allow inexperienced physicians to acquire meaningful new procedural skills…without jeopardizing patient safety in the process”.

    More info : Miner training, Haptik Implant (Dentists training, [FR]) First responders train with gaming technology, Scène de crime en 3D pour futurs policiers (Crime scene [fr]).

    Education : Teaching about Antique Rome in VR, Cyber-Anatomy.

     

     

    Data Visualization

    One of the oldest applications of VR, along with flight simulators, is data visualization. Mainly used in the oil and gas industry to study geological data and find new energy sources.

    Architecture

    VR allows the architects, engineers and clients to design a building, to valorize a project by showing it to a large audience, convince all actors, and do the maintainance of building. It also allows citizens to visualize and give their opinion about a project in their neighborhood.

    (c) CSTB

    More info : CSTB VR equipment


    Scientific, medical and research

    VR is particularly suited to study the human being. It allows the manipulation of a reality that is close enough to ours and conduct research on cognition, perception and psychology, that would not be practical or ethical to perform in real life (see the Virtual reprise of Milgram’s obedience experiments). Moreover you can reproduce the exact same environment conditions indefinitely.

    (c) Centre de Réalité Virtuelle de la Méditérranée

     

    Virtual Reality for therapeutical needs is a field that is also rapidly developping. Better therapies through VR are studied for speech therapy, physical therapy (video), some therapy for autistic children, motor rehabilitation after a stroke, even smoking, gambling, drugs and alcohol addictions ! And new areas are being explored everyday.

     

    (c) GLEANER/STEPHEN MACGILLIVRAY PHO

    It is also a very good tool to treat phobias in a controlled environment through exposure therapy. The subject can be immersed in a virtual world on a high bridge to treat fear of heights, or in a room with virtual spiders, or in the middle of a war to treat post-traumatic syndrome disorder (Agoraphobia, Virtual therapy video, “Medecine meets VR“, PTSD for 9/11, “Virtual Reality used to fight phobias“, “Paranoia Study“).

    See also:

    - Intrepid : University of Manchester’s project “ for the clinical treatment of phobic and situational « anxiety» “.

    - University of Groningen VR Lab therapy researches

    - Virtually Better

    - ImprintIt

    - VRPhobia

    - Elhit

     

    Entertainment

     

    Despite what you may think, VR games seem to have practically disappeared. I haven’t seen any recent commercial attraction. The best VR games so far seem to be done by enthusiasts: Cave Quake 3 by Paul Rajlich, Cave Unreal Tournament by Jeffrey Jacobson, and Atrium Experience by Alexandre Bouchet and Lionel Dominjon. (Oh and Atrium will be shipped with Virtools/VR Library 2.5 ;)

     

    © Paul Rajlich

     

     

    © Jeffrey Jacobson

    Cave UT in the SAS3

     

     

    © Alexandre Bouchet, Lionel Dominjon

    Panoramic Quak3 (c) PanoramaScreen

     

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    Sun 30 Dec 2007

    State of Virtual Reality

    Published at 18:17   Category Uncategorized  

    [This article will be regularly updated with new info to keep up to date. Feel free to comment!]

    Introduction

    Back in the 90’s, Virtual Reality was about to be a big revolution. Expectations were high and disappointment cruel. Nearly 20 years after, only a few people know what is possible nowadays with VR.

     

    The technology silently evolved in research labs and big companies, and now prototypes have evolved into commercially viable products. The professional VR market is very healthy and growing fast.

    Industrials are using VR systems to prototype their products and train their personnel; researchers are using it to understand and treat us; and the mass market is slowly rediscovering that playing with your body is the ultimate experience.

    With so much false ideas lying around the web, it’s high time to make a lucid point on where VR is now with a small state of the art.

    “As an image is worth a thousand words, a virtual environment is worth a thousand pictures!”

     

    - Part 1 - Applications : Who is using VR to do what?

    - Part 2 - Devices : Input devices, trackers, haptics, gloves …

    - Part 3 - Displays : Caves, HMDs …

    - Consumer Hardware ( coming soon)

    NB: I will only be talking about “immersive” VR, which excludes SecondLife and Quicktime VR. See What is (not) VR.

     

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    Wed 28 Nov 2007

    Stereoscopic game development

    Published at 10:23   Category Uncategorized  

    Here I’ll try to list references to documents on stereoscopic game development.

    There is a chapter in the NVidia GPU Programming Guide about Stereoscopic Game Development (Chapter 9) with some useful tips about “How stereo works”, and “Things that hurt stereo”.

    Why care about Stereo ?

    People see with two eyes in the real world. While artificial stereoscopic viewing (on a screen versus in real life) is not a huge market, many gamers enjoy the extra sense of presence obtained by playing games with inexpensive shutter glasses along with NVIDIA’s stereo override driver.
    In addition, there are benefits to viewing your game in stereo during development. You immediately pick up on things that look fake. Keep in mind that motion parallax gives similar visual cues to stereo but the stereo viewer perceives instantaneously what users see if they move around and obtain depth information via motion parallax.
    Using stereoscopic viewing while developing a game is a competitive advantage; you see and correct visual defects before they even come out in a game. This of course will also enhance the experience of those who play your game in stereo.

    For more extensive informations about stereoscopy for immersive applications, check out the Stereographics Developers Handbook.

    For more information about the available stereoscopic displays, check Stereoscopy at home.

    For technical information about asymetric frustums : Stereo geometry in OpenGL

    Some rules to follow to create successful stereo effects : Stereoscopic 3D Film and Animation - Getting it right.

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    Sun 4 Nov 2007

    Stereoscopy at home

    Published at 20:21   Category Uncategorized  

    [Update 20 Nov 2008: Added a possible way to have up to date nVidia drivers with stereo]

    [Update 17 Nov 2008 : Added list of stereoscopic drivers]

    I’ve found some pretty interesting material about professionals and enthusiasts building up stereoscopic displays for home use:

    - 3D Flight simulator has a lot of information about affordable stereoscopic displays, projectors, 3d-DLP TVs, and tutorials on how to setup your system.
    - Here’s a forum which lists a lot of “cheap” projectors to do active stereo.
    - Here’s a very recent pdf (aug 06) about the use of LCD monitors and DLP projectors for active stereo. The bottom line: no lcd monitor is good, lot of dlp projectors are good.

    - By the same author, more recent, a technical paper about “The compatibility of consumer DLP projectors with time-sequential stereoscopic 3D visualisation” and a list of the results.

    - A Stereo Emitter with long range and adjustable frame delay.

    - A nice article at tom’s hardware : Wall-Sized 3D Displays: The ultimate gaming room

    - Infos about DLP 3D HDTV & HD Projectors

    - Stereoscopic drivers : IZ3D Drivers, TriDef Drivers, Vuzix Drivers , nVidia Stereoscopic drivers

    - How to have nVidia Stereo drivers with recent drivers.

    See also VR Resources for forums about stereoscopy.

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    Fri 17 Mar 2006

    Contigra 3D Widgets Classification

    Published at 9:31   Category Virtual Reality  

    ( read on VRoot.org )

    Here’s a classification of 3D Widgets. That’s the kind of thing I want to be able to drag and drop in my VR composition!

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