Lectures On Virtual Environment Development L5
Lectures On Virtual Environment Development L5
Lectures On Virtual Environment Development L5
Ruth Aylett
Overview
Display technologies
Current
In development
Projected or screen-based?
Size
Related to immersive v not
Speed
Will they respond to interaction?
2D or 3D?
Still mostly 2D pretending to be 3D
But new technologies very desirable
Resolution
Size and distance-related
Colour
Use differently-coloured pixels next to each other
Brightness
Contrast
Refresh rate
Interactivity depends on this
Technologies
Video formats
Format
Resolution Refresh
NTSC
525x480
30 f/sec
Interlaced
PAL
625x480
25 f/sec
Interlaced
VGA
640x480
60 f/sec
varies
varies
varies
varies
Noninterlaced
3 signals +
sync
RGB in
sequence
RGB
Time
multiplexed
LCDs
LCDs cont
LCD types
Passive
Cycle through LCD matrix applying required
voltage to each element
Once aligned with the electric field the molecules
in the LCD hold their alignment for a short time
Active
Each element contains a small transistor that
maintains the voltage until the next refresh cycle.
Higher contrast and much faster response than
passive LCD
Resolution
Screen-based displays
Limited in size
LCD max = 108 ins
Plasma max = 103 ins; non interactive
Problems with green phosphor latency limiting update
rate
Limited in resolution
Thin & lightweight
Flexible displays in development
http://www.pcworld.com/article/186875/lg_display_de
velops_flexible_enewspaper_screen.html
Projected displays
CRT projector
Front projection:
Can cast awkward shadows, especially if you get
too close
Projectors typically high up and hard to access
Makes best use of available light
Back projection:
Expensive translucent screen
Needs more space
Loses light: brighter displays needed
Analogue devices
Need frequent calibration; Phosphor decays; Not
particularly bright
LCD projector
BUT
Lower refresh rate
Low contrast (400:1 in typical projectors)
Produce polarized light: interferes with LCD
shutter glasses
Harder to correct for curved screens
Digital projectors
DMD
DLP cont
Quality
With LCD
projector
With DLP
projector
Stereo
Active stereo
One projector
Projects L/R images alternately
Quad-buffered stereo - special graphics
cards required!
Typical refresh rate of projectors 120 Hz
(60Hz for each eye)
Ghosting problems with CRT projectors
(green phosphor too slow
Requires shutter glasses
Shutter glasses
Direct line-of-sight
50% light loss
could avoid with two active layers
Single projector
Cheaper and easier to set up
But impact on frame rate
Passive stereo
Two projectors
Polarize with each with different filter
Cheap
Light and comfortable
More or less indestructible
Continuous image in both eyes(2 projectors)
Two projectors
Expensive
Alignment issues
Non-polarizing screen required
50% light loss
Cant tilt head more than a few degrees
Stereo rendering
Displays classification - 1
Differences
HMD
Eyes are fixed
distance and location
from the display
screen(s)
User line-ofperpendicular to
display screen(s) OR
at fixed, known
angle to the display
screen(s).
HTD
Distance to display
screen(s) varies
Line-of-sight to
display screen(s)
almost never
perpendicular
Usually much wider
FoV than HMD
May combine virtual
and real imagery
Displays Classification - 2
Non-immersive (desk-top) VR
Semi-immersive VR
Immersive Systems
Non-immersive VR
workstation screen
navigation using a
mouse/spaceball
stereo glasses
PC Workstation
Semi-immersive VR
Reality Room
Large screen
stereo glasses
datagloves
position tracking
Workbench
Immersive Systems
Head Mounted Displays -HMDs
Cubical projection systems CAVE
datagloves, position tracking.
HMDs
Limited FoV
Resolution issues
Accommodation v
convergence
Not collaborative
Becomes expensive in multiples especially at high end
Cumbersome to wear
Especially over spectacles
CAVE
Characteristics
Enclosure
Tracking system for ONE user
Can fit maybe 4 others into space
Often adds spatialised sound
Fully immersive
Large footprint!
Update rates
Computational requirement
Current work
Use of PC cluster
x2 PCs per panel: one for each stereo channel
Cluster issues
Software
Synchronisation
Large models
Workbench
Immersadesk
Back-projected
Stereo
Objects float in front
Hand & head tracking
Semi-Immersive Display
Reality Room
Three edgeblended front
projectors
No tracking
150 by 40
degree
Horizontal and
Vertical FoV
Engages
peripheral vision
Characteristics
20 people
Design reviews
Popular in oil industry
Public involvement in urban planning decisions
Issues
Interactively weak
Driven by one person with a mouse (possibly 6
dof): no head tracking
Can produce cybersickness especially for fast
movement
WorkWall
Features:
flat screen
two or more edge blended projectors
rear projected
WorkWall
Dome/sphere displays
Cybersphere
Bearings at
base
Rotates as
walk
Technologies under
development
Auto-stereoscopic
Commercially available but non-interactive
Auto-stereoscopic
Lenticules
Lenticular sheet
contains series of cylindrical lenses molded in plastic
substrate.
lens focuses on image behind lenticular sheet.
Each eye's line of sight focused onto different strips.
Current state
Laser-based
VRD
Characteristics
Advantages
Issues
FogScreen Inia
FogScreen Inia
Conclusions