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3D & VR Displays,
part 2

Depth perception - recap

Binocular cues

Monocular cues

Stereopsis: different images for left and right eye


Convergence: inward angular positioning of both eyes (0-5 m)

SGN-5406 Virtual Reality


Autumn 2009
ismo.rakkolainen@tut.fi

VR Displays, part 2

3D displays

Relative size
Occlusion
Motion parallax
Texture, spatial frequency
Perspective
Shadow
Shading
Color and contrast
Atmospheric effects
Accommodation of the eye

VR Displays, part 2

3D displays

A crucial element on nearly all VR systems


Market for 3D is growing rapidly
Two or more different images
2 seen simultaneously, 1 for each eye

Typical displays present images at a fixed


distance on a screen
Accommodation to screen distance is not
the same as object position
3D displays force the observer to freeze
accommodation in the screen plane,
irrespective of the fixated objects distance

All details of the scene appear within


unvarying depth-of-focus
In real world, accommodation distance
corresponds to convergence distance and
the depth-of-focus range is centered at the
fixated object

VR Displays, part 2

Free 3D viewing

Display produces different views for different


viewing directions
Theoretically an infinite number of potential
views should be produced. However, this is
only possible with

VR Displays, part 2

3D Display Topology

A wide variety of display technologies, ideas, patents


Hundreds of different prototype 3D displays
Few end up to products (technology, commercial issues, ...)

holographic displays
volumetric displays

Direction multiplex displays produce only two


or a small number of views
directions are either fixed, or
dependent on tracked eye positions

VR Displays, part 2

VR Displays, part 2

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VR display types

Many types, no comprehensive lists here!


Monitor based VR
Projection VR
Workbenches
Hemispherical displays
Head-mounted displays

Classification of 3D displays
according to Pastoor et al., 1997

Principle of eye addressing

A
B
C

Occlusive & non-occlusive HMDs


Virtual retinal displays

Arm-mounted / hand-based displays


Autostereoscopic displays
Volumetric displays
Holographic displays
Etc.

aided viewing
(stereoscopic)

Effective origin of
waves

Number of
different
views

Eyepoint
dependent
perspective

fixed image plane,


gaze-controlled
image plane

two

optional
(normally for a
single observer)

volumetric display,
electro-holography

distinct depth
planes (slices),
entire space

unlimited

inherent
(for a small number
of observers)

direction multiplex
(e.g., by diffraction,
refraction, reflection, occlusion)

Fixed image plane,


gaze-controlled
image plane

two
or
more

optional
(for a small number
of observers)

Color-,
polarization-,
time-,
location multiplex

free viewing
free viewing
(autostereoscopic)

VR Displays, part 2

VR Displays, part 2

Head position/orientation

Location of eyes/head is important information for some types of


displays, e.g., HMDs and some stereoscopic displays
Most VR systems suffer at least from some lag between user input
and the update of the display. Latency varies among displays
Causes stress on the viewers perceptual system
Mostly caused by computing and rendering, not the display hardware

Monitor-based Displays

The most common type of displays


Cheap (depending on the monitor)
LCD display has become most common
Also other technologies

Tiled displays

Also input devices like trackers have latency

A Classification of 3D Displays

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Plasma displays, OLED, electrophoretic displays, etc.

Stationary stereoscopic displays


Location of the eyes with respect of the screen
Full 6-DOF tracking is required for proper stereoscopic viewing
A small monitor display (e.g., cell phone) might provide an acceptable
rendering by making assumptions about viewers head orientation

Varrier: autostereoscopic
http://www.evl.uic.edu/cavern/rg/20040820_dan/

Some e.g., autostereoscopic displays require head to be oriented up

Larger stereoscopic screens (like CAVE) need proper tracking

Only one master user is tracked, so other viewers in that space do not
experience fully correct stereoscopic cues

Head-mounted displays
Head orientation is the most important cue for proper scene rendering
3 DOF (the orientation of the head) is sufficient in many cases
VR Displays, part 2

VR Displays, part 2

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3D Monitor Displays

Fishtank VR (aka desktop VR)

3D visualization on a monitor is low-cost, common

Basic level: only monoscopic 3D graphics rendering


Not really VR or a 3D display at all

User-tracked monoscopic display

Stereoscopic display

User-tracked stereoscopic display

A monitor-based 3D display used with a normal computer


If a monitor displays a stereoscopic 3D image, it looks like a
fishtank (glass covering, 3D view, ...)
The least expensive way to make stereoscopic virtual reality
Only few components added to a standard PC, an extension
Most of its technology is mass produced, making it cheap and
readily available

Fish-tank VR (aka desktop VR)


Not stereoscopic. Head movement has an effect

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Provides higher resolution than a low-cost HMD


Less immersive than some other types of VR

Easy to use

With glasses (polariz., color, LC-shutter etc.)

Small field of regard, FOV


The user must face the monitor

Fish-tank VR (aka desktop VR)


With glasses. Head movement has an effect

Autostereoscopic display

Also the monitor itself can be tracked, forming a movable


viewing window

No glasses. Depth can be viewed with plain eyes

VR Displays, part 2

VR Displays, part 2

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Components of fishtank VR

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Normal PC with a suitable display adapter


Standard computer monitor

Shutter/color glasses

Tracking system

CRT projectors
The oldest type, 3 cathode ray tubes
Difficult to set up, weak in light power
+ Good colors, contrast ratio. Very fast

Refresh rate fast enough (> 100 Hz for shutter


glasses)
Sometimes a multiscreen system

LCD projectors

DMD, LED, laser projectors etc.


Gobos etc.
Typically larger display surfaces than on a monitor
With digital correction, nearly all surfaces can be used as
projection surfaces (Spatial Augmented Reality)

Most common type of projectors


The light is projected through a LCD panel

Alternatively an autostereoscopic display


Consisting of a head tracker and a tracker
base unit
Determines the users head position and
calculates the correct viewing angle
Location of the head is more important than
the orientation of the head
Ultrasound trackers are often used
A video camera is a usable tool for tracking

Smart camera-projector systems

E.g., a small camera on top of the monitor


A cheap solution
Alternatively a small camera embedded with the
glasses

Projectors have improved a lot, and are becoming smaller,


easier to use and lower cost -> coming to homes?

VR Displays, part 2

Large projection screens

VR Displays, part 2

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Large projection screens

Extra high resolution seamless displays


A video screen 9 x 5 m, 60 million pixels tiled display

VR Displays, part 2

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Projection based VR

Even better: Iowa State Universitys 200 Mpix CAVE

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Display 3D images on projection screens


Users wear lightweight stereo glasses to view the images
Active shutter glasses
Passive polarization (or other) glasses (low cost, no power)
Also monoscopic (cheaper, no glasses, stereo not always needed)

A high-end digital camera is 5 million pixels


$100,000 in computers and projectors available at stores

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Several projectors (or monitors)


E.g., http://www.cyviz.com/
E.g., a cylindrical screen, 120, special optics
Seamless image, optical/software blending

VR Displays, part 2

Hi-Res projection displays

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Projectors

The screen may be much larger than in monitor-based VR

VR Displays, part 2

Filling bigger amount of viewers field of view


Bigger impact, intriguing experience
Allows users to roam more freely
Allows more viewers

Multiple screens possible (e.g. CAVE)


Rear/front projection?

VR Displays, part 2

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Components of projection-based VR

PC with dual-head graphics


Projectors

Screens

Screen Parallax

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Projection screen

One or many of them. Alignment needed especially when using


stereoscopy based on polarization

Positive Parallax

Eye

In polarized stereoscopy a silvered screen material is needed to


preserve the polarization
Reflectivity of the material is important

In CAVEs the inter-screen reflections could cause problems in corners

3D glasses

A GeoWall is a low cost interactive 3D stereoscopic projection


system. GeoWall Consortium: http://www.geowall.org/

Shutter glasses, polarization or other stereo glasses


Negative Parallax

VR Displays, part 2

Virtual Spaces

VR Displays, part 2

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Spatially Immersive Displays (SID)


Immersive Projection Displays (IPD)

CAVE, CABIN, Cosmos, ...

Virtual room, CAVE Automated VE

Images are projected onto walls (stereo?)


Fully (6-wall), or partially immersive
Suitable for small groups
Does not necessarily require user-mounted items

CAVE is TM => many other names

CAVE etc.
Large projection screens
Flight simulators etc.

VR Displays, part 2

VR Displays, part 2

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CAVE

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CAVE, CABIN,...

Commercial systems

VR Displays, part 2

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Pyramid Systems, Trimension, TAN, etc.


~ 1 million
Non-distorted image only for the tracked user
Can be expanded for multiple viewers, but difficult

The closest 6-wall in Stockholm (KTH)


PC-based CAVEs
VR Juggler: an open source software

VR Displays, part 2

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CAVE, CABIN, Cosmos, ...

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Not necessarily a cube

Virtual Cocoon

VR Displays, part 2

VR Displays, part 2

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Fully spherical large environment


Viewers on a center bridge
http://www.mat.ucsb.edu/allosphere/
14 sync. projectors
Stereoscopic
Sound synthesis
Video motion capture
Ray-tracing & radiosity
Interdisciplinary tool
Work at progress

CAVE Painting

VR Displays, part 2

Workbench display

A design (product?) for a personal CAVE


http://www.i-cocoon.com

A ball, a cylinder, any form


Some flight simulators consist of 12 walls or a ball

UCSB Allosphere

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Schkolne, Keefe (video)

VR Displays, part 2

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FakeSpace Tabletop / Wall

VR Displays, part 2

30

Manufactured by FakeSpace
A display the size of a table
Viewed with Liquid Crystal shutter glasses
Images float on air above the table
The image can be interacted with

VR Displays, part 2

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Tracked / non-tracked viewers

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Only one (tracked) viewer gets a correct view, other


viewers get a more or less distorted view

Large Projection Screens

Stretched desktop

RAVE

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P rojection
plane

Tracked
eye

Object
P

DISP

Viewer's
eye

Configurable screens

PD
Z
VR Displays, part 2

Large Projection Screens

VR Displays, part 2

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Immersive Display Group

PanoScope 360

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Panoscope360 18, 12, 9 and 1

VisionStation, 20 - 165,000
VisionDome, 150 270,000

VR Displays, part 2

Microsoft Sphere

Interactive spherical display


Sphere + Allosphere!

VR Displays, part 2

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Laser Projection Displays

Many high-end products, big laser shows

Miniature laser/LED projectors emerging

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Bright giant screens, expensive


Auxiliary displays for laptops, PDAs or cell phones, $300->$75
Embedded pico/pocket projection TV, games, cell and toys
Young Optics, Upstream Oy (Oulu, Finland), Oerlikon, SCRAM (10 lum),
Lumio, Canesta, Symbol Technologies (acquired by Motorola), Explay,
Microvision PicoP (cooperating with Motorola), Displaytech, Jabil/Sypro,
Luminus, OMT, Oculon, Syndiant, YLX, 3M
First pico product: SunView PMP Projector based on iView's IPL630
LCOS pico-projector module. LED illumination, VGA, 2W, 7 lumen
Lumen output growing rapidly, price and size decreasing

VR Displays, part 2

VR Displays, part 2

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Pico Projector Applications

Samsung at CES 2009: cell phone with camera,


media player and integrated pico-projector
Nikon Coolpix S1000pj: camera and integrated VGA
10 lumen LCoS pico-projector

1 hour of projection, $400

Planetariums

Media machines?
Why not email, web, skype?
Mix and match technologies

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Celestial immersion already in the 1920s


Very immersive, also interactive
Operator used pedals, buttons etc. and told about
the celestial objects
Gets close to VR systems
Evans & Sutherland in 1980s Digistar 1 projector, a
computerized planetarium system using fisheye lens
Digistar 2, StarRider (180 x 60 degrees), Digistar 3
SP2 HD (PC-based, $250K)
All-dome systems in 1998 rendered or real-time 3D
Hayden planetarium in NYC!
Imiloa Astronomy Center: definiti 3D system, Hilo, Hawaii

VR Displays, part 2

Planetarium Systems

VR Displays, part 2

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OMNIMAX, IMAX etc.

ElectricSky^(TM) - Spitz, Inc.


Virtuarium - GOTO Optical Mfg., Co.
V-Dome - Trimension, Inc.
VisionDome^(TM) - Alternate Realities Co.
StarRider^(TM) - Evans & Sutherland
Digistar 3 Evans & Sutherland
SkyVision - Sky-Skan, Inc.
Digital Planetarium SGI
Zeiss Universarium Model IX
Minolta
http://www.ips-planetarium.org/

IMAX, OMNIMAX (dome)


Uses XL film size, no VR
More immersive than VR!

Stereo glasses => IMAX 3D

Digital cinema is coming


Stockholm OMNIMAX
Heureka, Vantaa (semi-imax)

Immersive!

VR Displays, part 2

Flight Simu Displays

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VR Displays, part 2

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Flight Simus

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Raster (+ calligraphic?)
260 H x 80 V
www.seos.com
www.cae.com\aerospace

VR Displays, part 2

VR Displays, part 2

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Head-Mounted Projective Display

A small projector which is head-mounted


Requires reflective surfaces in the environment
Image can be seen only on the reflectors
Image visible only for the user of HMPD

Water Displays

Images projected onto water surfaces


Images created with water
Large Water Dome, head-mounted water display

Jeep Water display

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http://www.mizunova.com/
Active, programmed waterfall
http://www.youtube.com/watch?v=Z2LUz2WVcek

Disney Fantasmic

Aquatique Show

http://www.youtube.com/watch?v=VLji5SjbXQk
http://www.aquatic-show.com/
VR Displays, part 2

VR Displays, part 2

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Walk-thru FogScreen

Invented at TUT, international patents


Demonstrated at Siggraph 2003 & 2005
Thin, flat, walk-thru particle screen

VR Displays, part 2

References: Disney, Nokia, Ripleys, Nasdaq,


Victorias secret, 20th Century Fox, Eurovision
Many sizes, variations, applications
Can be an interactive touchscreen
www.fogscreen.com

VR Displays, part 2

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Some FogScreen Possibilities

Massive media coverage


New Scientist, Wired, CNN, N.Y. Times, Discovery channel
EUs IST innovation award & others

Crisp image seems to magically float in thin air


Laminar thin fog flow within laminar wide airflow

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FogScreen

Walk through yourself (recorded or live videofeed)


Talk with a ghost (videoconference)
Illusions, magic
Stereoscopic, even autostereoscopic
Walk-thru VR: tracked stereoscopic (even CAVE!)
Interactive touchscreen (even for mobile phones!)
A short-cut technology to holographic StarWars displays

Transparent Projection Screens

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Glass/plastic sheets with HOE


Refracts light only from the projector at ~36
angle, while the rest is nearly invisible
Creates stunning mid-air illusion
Not penetrable
Many brands, content makers
Virgin digital launch
Dimensional Studios Ltd.
http://www.eyeliner3d.com/
Cheoptics, Diesel fashion show,
http://www.youtube.com/watch?v=phe82y69hG0

VR Displays, part 2

VR Displays, part 2

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Aided Viewing of Stereoscopic 3D

The user wears a specific device (HMD, glasses, ) to see


the stereoscopic 3D images

Techniques:

Shutter glasses

The user has a physical connection with the aiding device


3D image not seen with bare eyes
Color multiplex displays (anaglyph stereo / wavelength multiplex)
Polarization multiplex displays
Time multiplex displays
Time varying polarization
Head mounted displays
Boom displays

A stereo gallery: http://www.stereoeye.jp


Stereoscopic jpeg (JPS) standard
There are currently five platforms that are targets for S3D:
Cinema, TV, PC, mobile phones, and signage

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A special pair of glasses

Shutter glasses

High-speed electronic shutters open


and close in sync with the images on
the monitor

If this process happens at a very rapid


rate, your brain thinks it is seeing a
true stereoscopic image
If this shuttering speed is not fast
enough, you can still see a
stereoscopic image, but you may also
see some flickering
Shutter glasses come in many forms

CrystalEyes shutter glasses


Real D movie theaters use polarization!

Some other manufacturers also

VR Displays, part 2

Advantages

VR Displays, part 2

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Color multiplex glasses (anaglyph)

Left and right images are filtered with nearcomplementary colors. The observer wears
respective color-filter glasses for separation

Limited color support. Problems arise, if objects


have saturated color of one of the glasses

Real colors, full resolution

Glasses suppress the wrong image for each eye

Disadvantages
High refresh rate needed

LCD monitors or projectors typically not fast enough

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Some have wires which connect to


video card, serial port or parallel port
Some are wireless and use special
transmitters which send out infrared
pulses to the glasses
Stereographics -> Real D

Typically made of Liquid Crystal material


When the left image is on the screen the
left shutter is open and the right shutter
is closed so the image can be viewed by
left eye only
When the right image is on the screen
the right shutter is open and the left
shutter is closed

Shutter glasses

Synchronized usually by
infrared signal

VR Displays, part 2

Lightweight, easy to wear


Allows to see full color 3D stereoscopic
image in high resolution
Needs batteries

Standard method for 3D


workstations
Right and left images are
shown alternatingly
LC shutter glasses block
viewing alternatively for
right and left eye
(does not use LCD matrix,
but only LC for blocking!)

VR Displays, part 2

Shutter glasses

50

Active glasses needed


About 60% loss of light energy in glasses
Another 50% loss as only one eye at a time is viewing
Bad channel separation because of monitor afterglow
Display refresh rate effectively halved

Solution: de-saturate problem colors, but a variety of


glasses and the process reduces the resolution
Shrek will not work well in anaglyph because of the
green color dominance

DepthQ, a low cost 3D projector


Many others also

Any ordinary 2D projector/screen/TV will do


Can be transmitted over existing distribution channels,
huge installed base, often no licensing fee to encode it

Active stereo projectors

VR Displays, part 2

Glasses are extremely cheap (0.10 or so)


Eye domination problem: the brain can decide
not to use the eyes equally
VR Displays, part 2

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Monochrome/color glasses

Wavelength multiplex glasses

Eclipse-3d: Monochrome and color stereo to 3D

Less expensive and brighter than polarized projection


http://www.eclipse-3d.com

Colorcode3d

Enhanced color quality, images tolarable without glasses


Super bowl 2009: 130 million 3D-glasses, more than ever
Time etc.: 16 million 3D-glasses
http://www.colorcode3d.com/gallery/

The eye has 3 types of receptors (RGB)


Infitec uses special filters, that block all light
except for 3 very narrow RGB bands of the
spectrum
Exact wavelengths of the RGB pass-bands
are different for the right and left eyes
Projectors are equipped with corresponding
filters. Depends also on lamps spectrum
Both images are projected onto the same
screen, but each eye can only see its own
image
The glasses seem to be colorless
Color correction circuits allow to faithfully
reproduce colors, the two projectors just
use different primaries
Infitec Inc., http://www.infitec.net/
Dolby uses the system for 3D movies

VR Displays, part 2

VR Displays, part 2

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Wavelength multiplex glasses

Polarization multiplex

Very low-cost glasses with two orthogonally oriented polarizing


filters

Dual-head graphics card


Two superimposed projections on same screen

Infitec wavelength multiplex


Good channel separation between left and right channel
Good contrast even in the presence of daylight, as only small
part of visible spectrum passes glasses

LCD projectors may not work. DLP is needed


To preserve polarization, silvered screens for front projection are
needed. Also special screens for back projection
Projectors need filters, either a pair of linear polarization filters, or
circular polarization filters with opposite handedness (left - right)

Because the filters are narrow-band they effectively increase the contrast

Can be used with more than two channels (multiviewer stereo)

The number of triplets has to be increased to raise the number of viewers

Disadvantages

Low power efficiency: needs very bright projectors, as most of


spectrum is blocked (would work best with laser projectors)
Glasses cost more

Images for left and right eye are polarized according to


orientation of filters in the polarization glasses
Polarization reduces brightness
Several simultaneous viewers

VR Displays, part 2

VR Displays, part 2

Polarization of light

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Polarization glasses

Linear

Real colors
Full resolution (using a combination of two displays)
Good channel separation
Glasses cheap and lightweight

Disadvantages
About 60% loss of light energy
Another 50% loss when combining images with
semitransparent mirrors
Linearly polarized glasses require the viewer to keep his/her
head level

Circular
The viewer can tilt
his head
E.g., Real D
Cinema System

Horizontal polarization

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Advantages

The viewer must


keep his head level

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Linear or circular polarization

Advantages:

56

tilting of the viewing filters will cause the images of the left and
right channels to bleed over to the opposite channel
Vertical polarization

VR Displays, part 2

VR Displays, part 2

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Autostereoscopic displays

Do not require any glasses or user-worn artifacts


Image appears to be in front of or behind the display
or within a volume

Autostereoscopic Types

Many kinds of displays, partly in the research phase,


but increasingly also products

Multiple image

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Holoform
Multiview
Binocular

Volumetric
Virtual image
Real image

Holographic

VR Displays, part 2

VR Displays, part 2

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Multiple Image Display Types

In multiple image displays, the images are formed in


the plane of the screen and the image content varies
with viewing direction
These can be divided up into three basic categories:
Holoform, where the variation of the image is
effectively continuous across the viewing field
Multi-view, where a series of discrete images are
produced across the viewing field
Binocular, where a single stereo pair is seen
Also depth-fused 3D...

Multiple Image Displays

Half of the columns display image for one eye

http://www.cnn.com/2009/TECH/03/20/l
ifetiles.optical.illusion.murals/index.html
#cnnSTCVideo

Multi-beam: The light radiating from each point on


screen varies with direction. These operate on a
different principle to multi-view displays
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Multi-view display

These typically display 4-9 discrete


images across the viewing field.
The image at right shows the plan
view of a four-image display
The blue zones indicate the
viewing diamonds, sweet spots,
where a picture is seen across the
complete width of the screen
In general, these zones are
repeated on both sides, as shown
by the yellow zones
Lenticulars, http://www.big3d.com/
Moving murals, no electricity

Multi-view: A series (2 or more) of discrete views is


presented across the viewing field
N-view or stereo pair images are displayed
simultaneously on a single panel
Can have a special column-interlaced image format
Alternates individual columns assigned to the L-R views
Special optical or illumination mechanisms used to assure
that each eye sees only its corresponding image columns
Results in the perception as a single stereo image
Horizontal image resolution reduced to half

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4 1

4 1

Multi-view display

The most common form of multi-view


displays utilise either lenticular screens
or parallax barriers

Lenticular screens consist of a series


of vertically aligned cylindrical lenses
Parallax barriers are vertically aligned
apertures
Light is guided in the appropriate
directions by either focusing it or by
blocking unwanted rays
Viewing area is rather limited
Reduced resolution

66

Also spherical lenslets (head tilt)


Integral imaging!

The full screen resolution is divided


between different viewing angles

SCREEN

VR Displays, part 2

VR Displays, part 2

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Multi-view display
VIEW 1

VIEW 2

VIEW 3

VIEW 1

VIEW 2

VIEW 3

68

Multi-view display
2

Effect of moving from optimum


distance
The depth of the available viewing
field is limited as the figure shows
A single image is seen across the
complete width of the screen when
an eye is located in the diamondshaped regions
When an eye is in the position
indicated, it will see parts of more
than one image as seen in the
figure
Tracked display demo

APPEARANCE OF SCREEN

1 2 3 4
Viewing
zones
Viewer

3 2 1

PARALLAX BARRIER
LENTICULAR
VR Displays, part 2

VR Displays, part 2

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Passive and Active Multi-view Displays

Passive displays
Do not track users head
Restrict the users eyes within a small
area for the stereo perception
TFT LCD color arrays control spatial
separation of the stereo-pair images

Holoform displays

A holoform display is one where the amount of information


displayed is sufficient to give the appearance of continuous
motion parallax and cause no accommodation/convergence
rivalry in the viewers eyes

A holoform display is able to show continuous horizontal motion


parallax

No real holoform products. In practise, a holoform display will be a


multi-view display with large number of views
Advantages:

Disadvantages:

Displays motion parallax


No accommodation / focus rivalry
Large amount of information has to be displayed
Capture requires relatively large camera array
Display hardware can be large

VR Displays, part 2

VR Displays, part 2

Multi-beam display (Holografika)

70

almost holographic

Active displays
Involves head-tracking, e.g., one or
two video cameras
Performing a real-time adaptation of
the column interlaced image based on
the users instantaneous position
A prism mask placed over the display
A motor translates the prism mask
Allows changes in viewing angle e.g.,
25 at 65 cm distance

Screen

Objects appear behind or even in front of the screen like on


holograms
Viewers can walk around the screen in a wide field of view
seeing the objects and shadows moving continuously as in the
normal perspective
No positioning or head tracking applied
Spatial points are addressed individually
Doesnt cause any discomfort for the viewer
Lacks the negative side effects associated with 3D displays

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Multi-beam display (Holografika)

72

Not a purely holographic system (no enormous amount of


redundant information)
Based on holographic geometrical principles
The pixels, or rather voxels, of the holographic screen emit
light beams of different intensity and color to the various
directions
A light-emitting surface composed of such voxels acts as a
digital window
Each pixel (voxel) of the display is able to emit light beams at
a different color and intensity to the various directions

The Holografika display utilises a holographic front


screen to produce a quasi-holographic image
VR Displays, part 2

VR Displays, part 2

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Holografika
Displays

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Multi-beam (QinetiQ)

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The QinetiQ display uses 40 projectors to form images on a


vertically diffusing screen
However, due to its principle of operation, it is not simply a
40-view multi-view display
It is capable of producing images up to 6 metres wide and 2
metres high. It is also 2D / 3D switchable

VR Displays, part 2

Multi-beam (Cambridge University)

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This uses a ferroelectric shutter having vertically aligned apertures,


and images produced by a DMD
A transparent shutter effectively traverses the screen in order to
present different viewpoints to the viewer

Binocular displays

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Present a stereo pair to either a single viewer or to


several viewers. They can be:
Single viewer, fixed viewing zones: allows only a small
viewer head movement, <65 mm
Sharp switchable parallax barrier

Single viewer, head tracked: enables greater freedom of


head movement
Fraunhofer Free2C, Seereal head tracked autostereo

Multiple viewer, head tracked: the same image pair is


presented to every viewer and large freedom of movement
is enabled
De Montfort university MUTED, SeeReal

VR Displays, part 2

Autostereoscopic Products

Philips (discontinued) and other 3D displays


Sharp PC-RD3D laptop

VR Displays, part 2

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Autostereoscopic Products

October 2003 in Japan


2500

Sold 2.8M in 2003-04, discontinued


only 18% of the revenue in the business is hardware sales
New DoCoMo mobile 3D tech
http://www.nttdocomo.com/technologies/future/3d/index.html

Samsung SCH-B710 cell phone

Cingular 2125 cell phone

A non-comprehensive list of autostereoscopic display


manufacturers:
Alioscopy, Apple, Dimension Technologies, Fraunhofer HHI,
Holografika, i-Art, NewSight, Philips (discontinued),
SeeFront, SeeReal Technologies, Spatial View, Tridelity,
Sharp, Epson, Bolod, StereoGraphics, 3D Experience Ltd,
Opticality, Miracube, ACT Kern, Dresden 3D GmbH,
LightSpace Technologies, Sense Graphics, 4D-Vision,
Dimensional Media Associates, PureDepth
Markets are very fluctuating
Research at TUT: Mobile-3DTV

Sharp/DoCoMo 3D mobile phone

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3D display, TV receiver
DDD realtime 2D -> 3D converter
3D display, DDD Mobile

http://sp.cs.tut.fi/mobile3dtv/

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VR Displays, part 2

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Autostereoscopic Types

Multiple image

Holoform
Multiview
Binocular

Volumetric

Holographic

Each point of light has a real point of origin in space


Eye can focus to various distances
Can be observed from a wide range of viewpoints
Based on vibrating mirrors, lenses, laser scanned
rotating surfaces, fibre optics, or such
3D image seen as in aquarium, like real, 360
Limited immersion, no entry, for small objects
The 3D elements of the surface are referred to as
voxels, volume pixels
Image transparency
Not for shiny objects (gives Lambertian reflection)

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Volumetric display history

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Virtual Image Volumetric Displays

Some old ideas, patents

CRT projection on
rotating screen

CRT with rotating


phosphorescent disk

Vibrating mirror (flexible metal coated membrane) can create an


effect as if an object is floating in mid-air
Oscillation by acoustic excitation. Also rotating lenses
Univ. of Washington (true3D), VIS4D, Univ. of Strathclyde, etc.

Rotating LED array

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VR Displays, part 2

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Virtual Image Volumetric Displays

Projective Augmented Reality volumetric displays


Head mounted projection display (HMPD) and retro-reflective
material on the environment
Image can be seen only on the reflectors
Image visible only for the user of HMPD

E.g., http://mindlab.msu.edu/web2/design/ardisplays/ardisplays.htm

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DVDD, Direct Volume Display Device

Virtual image
Real image

Volumetric Displays

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Real Image Volumetric Displays - Moving

Rotating screen, projected image


Actuality Systems

VR Displays, part 2

200 raster disks, 768 pixels diam.


100 Mvoxels, 8 colors
3 DMD mirrors
$40,000

FELIX3D, US Navy, KIST, Holoverse

VR Displays, part 2

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SeeLinder
Cylindrical rotating LEDs
Creates an effect of a 3D person
Can be walked around
Univ. of Tokyo
Also Hitachi Transpost 3D system

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Interactive 360 Light Field Display

Siggraph 2007

Autostereoscopic
Omnidirectional
Multiview
Not reach-through!
http://gl.ict.usc.edu/Research/3DDisplay/
http://www.youtube.com/watch?v=FF1vFTQOWN4
High-speed video projector, a spinning mirror
covered by a holographic diffuser, and FPGA
circuitry to decode specially rendered DVI video

Paper & Emerging Tech.

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VR Displays, part 2

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Real Image Volumetric Displays - Static

Voxels are produced on stationary regions


Fibre optics
Multiple synchronized screen planes

DepthCube Z1024: 20 stacked LCD shutter


panels, high-speed projector

Volumetric: Electron Excitation

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Volumetric glass display excited with lasers (2-step


upconversion)
FELIX group: fluorescence excitation in a crystal
Very small images in glass-like pieces

Holographic film screens


Transparent projection glass covered by a
holographic optical element (HOE) film,
numerous trade names
The result is a sharp image apparently floating
in air. Not volumetric, but merely 2D

VR Displays, part 2

VR Displays, part 2

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A 3D Plasma Display

Volumetric Displays

Multiple focused high-intensity, short laser pulses


create a plasma flash (Feb -06)

Wide media coverage


Old idea, many problems
120 dots/s = 4/frame
Protective eyewear
No reach-through!
Loud zap, crackle, pop
Time exposure used for marketing
Hardly commercially feasible
Retracing light may break lasers

Advantages
They provide motion parallax in both the horizontal and vertical
direction. Motion parallax is where the image changes with
viewpoint and allows the look around capability
No rivalry between accommodation and convergence, therefore
reducing the possibility of effects such as headaches and nausea
Stereopsis and accommodation give same depth cue
Multi-viewer capability (limited)

http://www.newscientisttech.com/article/dn8778.html

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Disadvantages
Image transparency

The front surface of an image allows light from voxels behind it to pass
through it. All points are visible from all directions, no occlusion

Difficult video capture

OK for CG images, but would require a 2D camera array for video

Non-Lambertian distribution is not possible to display


Viewpoint-dependent hidden surface removal is possible, but only
for one viewing position (1 viewer, but correct only for 1 eye)

VR Displays, part 2

VR Displays, part 2

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Other Autostereoscopic Displays

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Eye-tracked multiple image LCD

Display layers where brightness and size


varies slightly, each layer rendered differently
Produces a depth effect when images align

Helium3D, Muted projects etc.


Vibrating LED screen

Two eyes: no full alignment

Tampere Univ. of Tech. (video)

Suyama, Ishigure, Takada et al. 2004. Apparent 3-D image


perceived from luminance-modulated two 2-D images
displayed at different depths. Vision Research
Lee, DiVerdi, Hllerer, An Immaterial Depth-Fused 3D
Display, VRST 2008

Erasable holograms: http://uanews.org/node/18022


Holographic displays that can be erased and rewritten in a
matter of minutes

Holodeck of Starship Enterprise


~1000,000 million voxels
Never fully possible

PureDepth, www.puredepth.com
Used currently in some slot machines

VR Displays, part 2

VR Displays, part 2

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Physical, Tangible Displays

Physical 3D output from CAD

Functional prototypes, concept models, low-volume parts

VR Displays, part 2

Many Other Displays...

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Twister

3D plastic printing (even steel!)


Stratasys.com, zcorp.com
objet.com, shapeways.com, envisiontec.com

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SeeReal autostereoscopic
Fraunhofer Free2C, etc.

Depth-Fused 3D Rendering

http://www.star.t.u-tokyo.ac.jp/projects/TWISTER/
Full-color 360 autostereoscopic display
Rotating (1.6 rps) LED columns
Coming: videophone booth
(c.f., SeeLinder)

VR Displays, part 2

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Pufferfish, Lumisight Table

Inflatable spherical displays

Lumisight Table uses two


orthogonally placed holographic
films (HOE) to provide separate
views for 4 directions on a
tabletop setting

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http://www.pufferfishdisplays.co.uk

http://www.hc.ic.i.utokyo.ac.jp/project/Lumisight/

VR Displays, part 2

VR Displays, part 2

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More Exotic Displays...

3M Virtual Mannequin,

Kinetic sculpture, BMW shapes:

Peppers ghost optical illusion

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More Exotic Displays...

http://www.youtube.com/watch?v=uGJh-tasp74
http://www.youtube.com/watch?v=HVhVClFMg6Y
Holophile, http://www.holophile.com/spectral.htm
Holavision, http://www.brcweb.com/about/holavision.html

Many other 3D displays

VirtualHUD (www.virtualhud.com)

Illusion of mid-air image


Project flight information out the front of cockpit window and
use the back of the propeller as the "screen. $7500
NTSC Video inputs (EFIS system, Infrared Cameras, ...)
VR Displays, part 2

VR Displays, part 2

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Autostereoscopic Types

Multiple image

Holoform
Multiview
Binocular

Volumetric

VR Displays, part 2

Not feasible in a very long time

Lots of marketing hype: 3D holographic


Holografika HoloVizio: not true holographic display

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Pseudo-3D: Pulfrich Effect

QinetiQ: viable in the near future

One type of autostereoscopic display


Digital windows, pixels emit differently to various directions

SeeReal: highly reduced holography


Eye tracked viewing windows, sub-holograms 30x30 pixels
May be technically and commercially feasible in 10+ years
Demonstrator in 2007: monochrome 21, wireframes

Digitally recorded holograms


In computer generated holography (CGH) a computer calculates a
synthetic holographic fringe pattern which is displayed using a spatial light
modulator (SLM) to generate the wavefronts (holographic fringe pattern)
High-quality CGH requires massive amounts of calculation (2.6
Teraflops/frame = 130 worlds fastest computers together), memory,
networking (~100 Tb/s) and high resolution of the display, of the order of
the wavelength of light (around 0.5 micron) (... but Moores law)
VR Displays, part 2

Holographic Displays

Photographic holography, holograms


Recording of interference pattern: amplitude and phase information
(information for the objects volume) is not lost and could be reconstructed
In normal 2D photography only light intensity is recorded, and the phase is lost

Holographic

Dennis Gabor in 1947, laser in 1960


In theory, the ultimate display technology
Can reconstruct the same wavefront that a real object would reflect
Can produce all the 3D depth cues that the human visual system uses to
interpret and perceive real 3D objects
Unlimited number of viewers can see simultaneously the same 3D scene on
the screen, with the possibility of seeing different details

Virtual image
Real image

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Holographic Displays

Research going on
Often monochromatic and/or small resolution
Combining optical holograms with CG: Oliver Bimber
HORN-6, special hardware, www.opticsinfobase.org/, August 2009

102

Optical illusion, discovered in 1922 by the German


physicist Carl Pulfrich
If a pendulum is viewed with one eye covered by a
dark filter, it seems to rotate
This is due to the fact that the perception of the darker
image (viewed by the eye with the filter) is delayed by
several hundredths of a second relative to the brighter
image
At low light levels the eye-brain visual response is slower

100,000 points, 10 fps

VR Displays, part 2

VR Displays, part 2

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Pseudo-3D: Wiggle Stereoscopy

This method is to simply alternate between the


left and right images of a stereogram

Pseudo-3D: Autostereograms

Possibly the most simple stereogram viewing


technique

Alternating between right and left images about


8 times/sec. produces a good depth impression
No glasses needed
The only method of stereoscopic visualisation
for people with limited or no vision in one eye
Rather distracting

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104

A single-image stereogram, designed to trick human eyes and brains


into seeing a 3D scene in a 2D image
Random-dot autostereograms have been created using computers to
hide the different images in a field of apparently random noise
Until viewed by diverging the eyes, the image remains a mystery

Can be seen as a flat 2D image that is "wiggling"

Does not provide true binocular stereoscopic


depth perception
Cannot actually be considered a true 3D
stereoscopic format

A popular example: the Magic Eye series


By looking at a horizontally repeating pattern, but converging the two
eyes at a point behind the pattern, it is possible to trick the brain into
matching one element of the pattern with another similar element
Gives the illusion of a plane bearing the same pattern but located
behind the real wall
Autostereograms use this dependence of depth on spacing to create
3D images
The brain can instantly match hundreds of patterns repeated at different
intervals in order to recreate correct depth information for each pattern

VR Displays, part 2

VR Displays, part 2

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Pseudo-3D: Autostereograms

This autostereogram displays patterns on three different


planes by repeating the patterns at different spacings

Display Information

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Microdisplay and other display reports


http://www.insightmedia.info
http://displaydaily.com/

The Microdisplay page

VR displays, http://www.stereo3d.com/3dhome.htm
SID, Society of Information Displays, www.sid.org/
3DTV EU project, http://www.3dtv-research.org/
3D Consortium, http://www.3dc.gr.jp/english/
SD&A, http://www.stereoscopic.org/
Bluray 3D specification in Dec. 2009?

http://www.elis.rug.ac.be/ELISgroups/tfcg/microdis

VR Displays, part 2

Display Organisations

VR Displays, part 2

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Some More 3D Display Links

108

A Vision of Displays of the Future: http://www.dtic.mil/cgibin/GetTRDoc?AD=ADA430162&Location=U2&doc=GetTRDoc.pdf

VR Displays, part 2

http://www.reald.com/
http://dti3d.com/
http://actuality-systems.com
http://www.ddd.com
http://www.zebraimaging.com
http://www.mrl.nyu.edu/~perlin/demos/autostereo.html
http://www.newsight.com/
http://www.seereal.com
http://www.holografika.com
http://www.stereoscopy.com/
US patents and pat. applications: http://patft.uspto.gov/

VR Displays, part 2

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