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Mr. M. Sakthimohanassistant Professor / Ece / Seet Kalasalingam Academy of Research and Education

The document discusses virtual reality (VR), including its key components, types of VR systems, factors that impact VR systems, and navigation and manipulation in VR. It describes the major categories of VR systems as non-immersive, immersive, and semi-immersive. It outlines important VR components like sensors, lenses, displays, input devices, and discusses simulation and rendering. It also covers factors like field of view, frame rate, and latency and how they affect the VR experience. Finally, it discusses 3D position tracking, navigation techniques, and direct manipulation interfaces in VR.

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0% found this document useful (0 votes)
102 views42 pages

Mr. M. Sakthimohanassistant Professor / Ece / Seet Kalasalingam Academy of Research and Education

The document discusses virtual reality (VR), including its key components, types of VR systems, factors that impact VR systems, and navigation and manipulation in VR. It describes the major categories of VR systems as non-immersive, immersive, and semi-immersive. It outlines important VR components like sensors, lenses, displays, input devices, and discusses simulation and rendering. It also covers factors like field of view, frame rate, and latency and how they affect the VR experience. Finally, it discusses 3D position tracking, navigation techniques, and direct manipulation interfaces in VR.

Uploaded by

1627sakthi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
You are on page 1/ 42

PRESENTATION BY

Mr. M. SAKTHIMOHANAssistant Professor / ECE / SEET Kalasalingam Academy of Research and Education. 1
TOPICS

Introduction Navigation and


Manipulation

Types of VR Visual Computation in


VR

Key Components
AR

Factors in VR System
Application of VR

2
3D Position Tracking
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.
KEY
COMPONENTS

10
SENSORS
• 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. 11

 A gyroscope senses changes in twist and angle.


LENSES
 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 12
Fresnel Lenses used in many VR Headsets

13
DISPLAY SCREEN
• 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
14
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.
15
SIMULATION & RENDERING
• 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.

16
SIMULATION & RENDERING
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.

17
VR COMPONENT SYSTEM ARCHITECTURE

18
FACTORS IN VIRTUAL REALITY
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

19
FACTORS IN VR SYSTEMS
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

20
FACTORS IN VR SYSTEM
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

21
3D POSITION TRACKERS
IMU(Inertial
Measurement Unit)

It is an electronic
device that measures
and reports a
body's specific, angular
rate, and sometimes
the magnetic field 6-DEGREES OF FREEDOM(DOF)
surroundings the body,
using a combination
of accelerometers and
gyroscope, sometimes
also magnetometers.

22
23
NAVIGATION
 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
24
MANIPULATION
 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.

25
MANIPULATION INTERFACE
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.

26
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, • 1. VR technologies completely immerse a user
with virtual objects superimposed upon or inside a synthetic environment. While immersed,
composited with the real world user
the user cannot see the real world around him.
maintains a sense of presence in real world
• 2. Visual senses are under control of system
2. Needs a mechanism to combine virtual
(sometimes aural and proprioceptive senses too)
and real worlds
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
CHALLENGES OF MAKING VR/AR

41
42

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