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Bird's Eye View_ Hardware - Part 1 — Transcript

by NPTEL-NOC IITM · 3,628 words · 536 segments · language en · Watch on YouTube

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  1. 0:01[Music]
  2. 0:16So let's start in our third lecture.
  3. 0:19Think of it as the bird's eye view of
  4. 0:20all of the components involved in
  5. 0:23virtual reality systems and they are
  6. 0:25hardware, software and the human. And
  7. 0:27today we will talk about the hardware.
  8. 0:30And um you can also think of this
  9. 0:32lectures this one and the next one as
  10. 0:35the beginning of the today is the
  11. 0:36beginning of the bird's eye view series
  12. 0:39uh of lectures that overviews all of the
  13. 0:42three components of virtual reality
  14. 0:44systems in general which is system uh s
  15. 0:47which is a hardware software and human
  16. 0:49perception. And the last time we already
  17. 0:52covered human senses and sensors a
  18. 0:55little bit and then uh today we'll cover
  19. 0:58the rest of hardware and uh next lecture
  20. 1:02on Tuesday we will talk about uh
  21. 1:04software and the human perception
  22. 1:07and in our book we already done with
  23. 1:09chapter one and we now right now we are
  24. 1:12uh in chapter 2 and we'll finish it next
  25. 1:15Tuesday. Okay. So very good. Oh, we have
  26. 1:18a lot of materials today. So, we're done
  27. 1:20with administration. Let's go into let's
  28. 1:23dive into our hardware bird's eye view.
  29. 1:27Let's start with the review from last uh
  30. 1:29lecture though. As we discussed in
  31. 1:31class, how many senses
  32. 1:34do humans have and what's the correct
  33. 1:37answer given that we will be studying
  34. 1:40perception in this class and we know a
  35. 1:42little more than just you know general
  36. 1:44uh public about the things. will be
  37. 1:46studying more and many of you maybe
  38. 1:48already studied psychology. So what's
  39. 1:50the correct answer? The correct answer
  40. 1:51is it's complicated. Right? So it's more
  41. 1:54it's more than five it we will not talk
  42. 1:58about five or six senses. It's more than
  43. 1:59six. It's much much more complicated
  44. 2:01than that and we will learn more as we
  45. 2:03go along. So the cor the correct answer
  46. 2:06here is it's complicated. Realistic
  47. 2:09graphics is it essential for immersion
  48. 2:11in VR or not?
  49. 2:17Correct. False. It's it's not uh
  50. 2:20essential. At least in general for
  51. 2:23majority of people, it will not be
  52. 2:25essential because there is cartoon VR
  53. 2:27worlds, right? They're not realistic and
  54. 2:29we still feel immersed. So, it's good.
  55. 2:33And uh how many degrees of freedom does
  56. 2:35the human eye have? If you remember, we
  57. 2:37discussed it in the end of the last
  58. 2:39lecture. So, we have the human eye. If
  59. 2:42you want to track it, how many ways
  60. 2:44could the eye move? So that we need to
  61. 2:46track it. And um
  62. 2:50six is incorrect because six is just in
  63. 2:53how many ways our head can move. XYZ
  64. 2:55translations and rotations around XYZ X
  65. 2:59Y and Z. Which one is did I not rotate
  66. 3:02like this? So eyes have more than six
  67. 3:06because eyes can also move inside of
  68. 3:08their sockets as we discussed last time.
  69. 3:11And there is also accommodation. So we
  70. 3:13we have multif focal kind of ways of
  71. 3:15adjusting our eyes. Okay. So that's
  72. 3:19good. Nine is correct. Okay. So now I
  73. 3:22want to give an overview of your
  74. 3:23systems. So all of the components that
  75. 3:26are involved in it. So it is hardware,
  76. 3:30software and an organism. Right? So in
  77. 3:32our case it's humans. So we'll be
  78. 3:33studying VR for humans. So here's this
  79. 3:36kind of rough picture of all of the
  80. 3:38components that we'll have to learn
  81. 3:39about in order to understand virtual
  82. 3:41reality. So you can see here the CPU,
  83. 3:44the controllers and the mouse, maybe
  84. 3:48controllers such as mouse and keyboard
  85. 3:50or VR controllers, headphones and an
  86. 3:53HMD, right? There's also human senses
  87. 3:56and the brain. So in this class we will
  88. 3:59talk about hardware uh only during this
  89. 4:02lecture. So not much uh we will not be
  90. 4:04talking too much about hardware but we
  91. 4:06will talk much more about software what
  92. 4:08goes into all of these algorithms
  93. 4:10tracking and rendering methods and we
  94. 4:12will talk about uh perception. So how do
  95. 4:15we perceive all of this stimulus that
  96. 4:17goes from the HMD or from other displays
  97. 4:20onto our senses and how we process it
  98. 4:23and of course it all will come uh to
  99. 4:26comfort issues. So all of this uh
  100. 4:29interactions between the systems are
  101. 4:31responsible for VR comfort issues. So I
  102. 4:35want to paint this abstract picture of
  103. 4:38things first. So here on the right of
  104. 4:40this diagram is the human organism and
  105. 4:43its brain right and the sense or sensor
  106. 4:46that moves in the world and provides the
  107. 4:48neural information to the brain while
  108. 4:50the brain is controlling where the sense
  109. 4:53is going in the world. Right? So the
  110. 4:55configuration of this of the sense so
  111. 4:58some of this control sometimes bypasses
  112. 5:00the brain altogether. It's like a reflex
  113. 5:02like vestibular ocular reflex but most
  114. 5:05of this uh is in a loop from the sense
  115. 5:08to the brain and back right. So
  116. 5:11generally it's the brain that's doing
  117. 5:12the control. So then the sense is
  118. 5:14capturing the information through the
  119. 5:16transduction
  120. 5:18uh from the outside world right. of
  121. 5:20transduction of the natural stimuli into
  122. 5:23the neural signal. So this is the real
  123. 5:26world situation, right? So this is
  124. 5:28without doing virtual reality yet. So
  125. 5:31the question is what can I put here in
  126. 5:33the physical world to fool the brain? So
  127. 5:36I look at this sense and look at the
  128. 5:39stimulus that comes in and I wanted to
  129. 5:42replace it with something artificial or
  130. 5:45something engineered. Right? So here on
  131. 5:49the bottom is the VR case then. So
  132. 5:51instead of the real world I will place
  133. 5:53in front of the sense organ something
  134. 5:55that I will call a display. And by
  135. 5:58display I mean something in a much more
  136. 6:01general sense here. So it could be touch
  137. 6:04display, it could be vision, could be
  138. 6:06audio. H and I want this display to send
  139. 6:10the stimulus to the sense. So I have to
  140. 6:13figure out how and what to play on this
  141. 6:16display.
  142. 6:17Uh so so that so that uh whatever is
  143. 6:21rendered is transduced by the sense into
  144. 6:25the neural uh signal to the brain and
  145. 6:29all of this will be done by virtual
  146. 6:30world generator that produces this
  147. 6:32picture on the display and renders on
  148. 6:34the display. Right?
  149. 6:36So we will call it a VR system if the
  150. 6:39brain is fooled into believing there is
  151. 6:42no interference no know this engineered
  152. 6:45device. So hopefully for the brain uh
  153. 6:48this is how it looks like right so as if
  154. 6:51it was the real world. So it's only
  155. 6:53whoever the developers the creators uh
  156. 6:56of this experience who know about this
  157. 6:58artificial stimulation um and this
  158. 7:01engineered uh system here and they
  159. 7:04succeeded
  160. 7:05into building a VR system if they
  161. 7:07successfully fooled the brain into
  162. 7:09thinking there is known or nearly known.
  163. 7:12So this is what it means to build a good
  164. 7:15VR experience, right? According to our
  165. 7:17definition of virtual reality that we
  166. 7:18discussed last time. So now we can
  167. 7:22notice the connection between SR, AR, VR
  168. 7:27and MR right here. Right? So although we
  169. 7:30call it a virtual world generator,
  170. 7:33but maybe the world that it's rendering
  171. 7:35is
  172. 7:37the same place that you're in, right? Or
  173. 7:39maybe it's some place like the same room
  174. 7:42that you're in but with the delay of 5
  175. 7:44seconds. Or it could be recorded in some
  176. 7:47way. It could be delayed and augmented
  177. 7:49like kind of like AR then. Um it could
  178. 7:52be a completely virtual world created by
  179. 7:54Unity or Unreal Engine. Could be a
  180. 7:57cartoon world. It could be a panorama or
  181. 7:592D world. So everything nevertheless it
  182. 8:02is a virtual world. It's not a real
  183. 8:05physical world anymore. And uh I hope
  184. 8:08that now it's very clear that we talk
  185. 8:10about this SR, AR, VR, MR systems in a
  186. 8:13very general way in this class and we
  187. 8:15call them all virtual reality. So now
  188. 8:18let's continue with this hardware
  189. 8:20overview, all of the components. So
  190. 8:23let's name all of these blocks and
  191. 8:25arrows in this abstract picture of a
  192. 8:28virtual reality system. So the virtual
  193. 8:31world generator or CPU GPU through the
  194. 8:35process of rendering constructs the
  195. 8:38virtual world on the display and
  196. 8:41provides the artificial stimulus uh to a
  197. 8:45sense organ uh that transduces it into
  198. 8:48the neural signal and sends it to the
  199. 8:50brain. So the brain is hopefully fooled,
  200. 8:53right? And in response, the brain can
  201. 8:56control the sense organ to get closer or
  202. 8:59further away from the source of
  203. 9:00stimulus, right? To look at things
  204. 9:02closer or hear things better, which
  205. 9:04causes the configuration change of the
  206. 9:07display because the display is usually
  207. 9:09attached to that sense organ rigidly in
  208. 9:12some way. And we this should trigger a
  209. 9:16an event in a tracking system to cause
  210. 9:19CPU or GPU to update whatever is
  211. 9:22rendered on the display appropriately.
  212. 9:24So that's called tracking, right? And so
  213. 9:27and this is important so that it appears
  214. 9:30that the virtual world behave
  215. 9:33in the same way as the real world would
  216. 9:36would behave when we move in it.
  217. 9:40Okay. So I have a question. according to
  218. 9:43this big picture and I showed a visual
  219. 9:46display here. But what if it was an
  220. 9:48audio display for ears? So what would be
  221. 9:51the artificial stimulus produced by
  222. 9:54audio displays?
  223. 9:57So what do they send? Yeah, air pressure
  224. 9:59waves. So that's the energy the real
  225. 10:01world energy um that they have to
  226. 10:04simulate or render to the ears. So
  227. 10:07correct air pressure waves. Very good.
  228. 10:11So let's start with audio displays and
  229. 10:13start thinking about audio displays in a
  230. 10:15very general way too. So audio display
  231. 10:18is most commonly called a speaker
  232. 10:22and CPU rendering the rendering process
  233. 10:26produces the appropriate signal uh that
  234. 10:29is converted into air pressure waves
  235. 10:31which is sound and then the ear uh
  236. 10:35transduces th those uh air pressure
  237. 10:37waves into the neural signal to the
  238. 10:39brain. So let's see. So now uh
  239. 10:45right so now let's compare two um very
  240. 10:49familiar you're familiar with those uh
  241. 10:52audio systems that are quite common
  242. 10:55nowadays. So these two systems are
  243. 10:58different in how far the displays are
  244. 11:00from the ears and hence how the tracking
  245. 11:03is done right. So one is going to be
  246. 11:06placing a display far away from ears and
  247. 11:09another one will be very close one. So
  248. 11:12let's see which one is far away, which
  249. 11:13one is close one. So in the first
  250. 11:15setting on the left here, you're sitting
  251. 11:17in a movie theater, right? Or a home
  252. 11:19movie, home uh theater. And you can turn
  253. 11:22your ears wherever you like, but you
  254. 11:25generally do not change your seat,
  255. 11:26right? So once you're sitting, you're
  256. 11:28there. And there are the speakers then
  257. 11:30located in the movie theater. Um and
  258. 11:34their labels here, front, right, front,
  259. 11:35left, front, left, whatever subwoofers.
  260. 11:38So this is called surround sound 7.2.
  261. 11:40into right a system. So let's compare
  262. 11:43that to wearing headphones.
  263. 11:46And with headphones then uh when you
  264. 11:49turn your head the sound follows you
  265. 11:51right.
  266. 11:53So when you are in the theater when you
  267. 11:56turn your head the speakers don't follow
  268. 11:59you right? So the the uh location of the
  269. 12:02speakers is not changing with respect to
  270. 12:04your ear. So did you ever think about
  271. 12:06this difference? So something
  272. 12:08fundamentally different is going on
  273. 12:11between these two and we largely don't
  274. 12:14even notice it. So somehow we don't care
  275. 12:18much if we have no sound tracking. So
  276. 12:21sound tracking is not essential for
  277. 12:23human comfort. Also the distance to the
  278. 12:26audio in the displays is different right
  279. 12:28in these two settings. So in 7.2 to
  280. 12:30surround sound you're sitting far away
  281. 12:32from the speakers while in the
  282. 12:34headphones the display is very close to
  283. 12:36the to the ear to the sensory organ.
  284. 12:40So uh let's talk about very similar two
  285. 12:43setups for human eyes. So for displays
  286. 12:46for your eyes. So let's make a perfect
  287. 12:48correspondence between what we just did
  288. 12:50for audio and visual display. So in one
  289. 12:52setting the uh the display should be far
  290. 12:54away from the eyes and in another one it
  291. 12:58should be close by in a VR system. So
  292. 13:00what do we get then? Well we get a cave
  293. 13:04and an HMD right we talked during the
  294. 13:07last lecture I mentioned caves briefly.
  295. 13:10So a person in a cave is usually in a
  296. 13:12center of the room and there is some
  297. 13:15kind of projection system that projects
  298. 13:18screens on walls around. So at least
  299. 13:21three walls but sometimes four or six or
  300. 13:24you can put all all around
  301. 13:26and uh you need some kind of polarized
  302. 13:28glasses for stereo and tracking right so
  303. 13:31that it's updated. So this is what we
  304. 13:33would call a cave system and the display
  305. 13:36is very far away from your body. So here
  306. 13:39it kind of shows. So if you decide to
  307. 13:42rotate so only rotate your head without
  308. 13:45changing your position then no tracking
  309. 13:48needs to be done. So rotate rotational
  310. 13:50tracking is provided for free in caves.
  311. 13:55But um what else is free? Body tracking
  312. 13:58is free. You look down, you see your
  313. 14:00body, right? You see your hands.
  314. 14:03So now when you start walking in the
  315. 14:06cave, that's when tracking needs to be
  316. 14:07done. So the objects will need to start
  317. 14:09appear that they're closer or if you do
  318. 14:12parallax
  319. 14:13um because if you don't update what's
  320. 14:16what's uh what you see during parallax
  321. 14:19then the objects projected on the walls
  322. 14:21will appear as if they're painted on the
  323. 14:23walls like a wallpaper. So you need to
  324. 14:25implement positional tracking. So now
  325. 14:28for HMDs
  326. 14:30do you need to implement rotational
  327. 14:32positional and body tracking? Yes, yes
  328. 14:35and yes. So if you choose not to
  329. 14:37implement positional or rotation
  330. 14:39tracking, then whatever you see inside
  331. 14:41of your HMD is going to look like it's
  332. 14:44glued to your head, right? So if you are
  333. 14:47s sitting in a home movie theater for
  334. 14:50example and there is no tracking and you
  335. 14:52look at it, it will feel like it's glued
  336. 14:54to your head. The whole movie theater
  337. 14:56will start turning with your head and
  338. 14:58that's as if it's weightless. So it's
  339. 15:01usually not comfortable. Okay. So really
  340. 15:04um more position more tracking needs to
  341. 15:06be implemented the closer the displays
  342. 15:08to the eyes it seems like. Okay. So just
  343. 15:10to review what is the artificial
  344. 15:12stimulus produced then by visual
  345. 15:14displays which one of these
  346. 15:17uh energy sources I guess or optical
  347. 15:20distortion doesn't even have to do it's
  348. 15:22not it's it's just a wrong answer.
  349. 15:26Optical distortion is is not an source
  350. 15:30of energy. Right? So light waves is the
  351. 15:32artificial stimulus produced by v visual
  352. 15:35displays. That's correct.
  353. 15:37Okay.
  354. 15:40Which one of the following is a visual
  355. 15:41display as defined in class then? So as
  356. 15:44we just tal we just defined what are
  357. 15:47visual displays? Uh they need to send
  358. 15:49some kind of light waves to the eyes and
  359. 15:52fool you into believing you're in some
  360. 15:54world. So which ones of these could
  361. 15:57produce light, right? Essentially. So
  362. 15:59which one of them could be a visual
  363. 16:01display? Not headphones. They produce
  364. 16:04air pressure waves. Not magnifying lens.
  365. 16:06They um they interact with the light but
  366. 16:10they don't produce light. Right. Camera.
  367. 16:12It captures light but it doesn't produce
  368. 16:14light. So only phone screens is the
  369. 16:17correct answer. Very good.
  370. 16:20Okay. Give three examples of visual
  371. 16:23displays. So we already said that a
  372. 16:26phone screen would be one. A projection
  373. 16:29system like a cave would be another one.
  374. 16:31A laptop. Perfect. Yeah. So, phone,
  375. 16:34phone screen, HMD,
  376. 16:36um TV. Yeah. Desktop, television. Yeah.
  377. 16:40Monitor, smartwatch. Yeah. Anything that
  378. 16:43produces light
  379. 16:46could potentially produce enough uh
  380. 16:48visual stimulation to to be a display
  381. 16:52for VR system. Very good. Okay. Santan
  382. 16:56is actually a virtual reality system,
  383. 16:58right? Yeah, it could be. Yeah, of
  384. 16:59course. For for um for audio for ear
  385. 17:04is the sole goal of VR is to fool the
  386. 17:06brain. Yes,
  387. 17:09I think an organism is a very important
  388. 17:11part of virtual reality. I mean
  389. 17:13otherwise what this is presented for,
  390. 17:16who is going to be the judge of this
  391. 17:19experiences, right? So there is an
  392. 17:21organism there and usually they have
  393. 17:23brains to analyze this kind of stimulus.
  394. 17:28Okay. So let's see let's move on maybe
  395. 17:33um and we answer more questions as we go
  396. 17:36along. Okay. So to summarize
  397. 17:40tracking is necessary
  398. 17:43for visual uh senses and in HMDs but not
  399. 17:48for audio senses and headphones. Right?
  400. 17:50So why is that the case? Why do we make
  401. 17:52a big deal for tracking for our visual
  402. 17:54senses and not for audio senses? This is
  403. 17:56because as we learn later, vision sense
  404. 17:59is dominant and the brain seems to make
  405. 18:02much much more of a big deal analyzing
  406. 18:05visual stimuli than any other stimuli
  407. 18:07coming from any other senses. Therefore,
  408. 18:09the level of fidelity that is needed uh
  409. 18:13for your visual senses to analyze or for
  410. 18:15the brain to analyze must must be of
  411. 18:17higher quality than for audio for human
  412. 18:21comfort.
  413. 18:23So I want to make a little note on
  414. 18:27naming. So conventional naming is not
  415. 18:29maybe consistent. So let's think about
  416. 18:31it. Headphones, right? So this is
  417. 18:33headphones. But what about the bone
  418. 18:35conduction hearing aid? Is that a
  419. 18:38headphone as well? Right. So then there
  420. 18:40should be kind of a maybe uh we should
  421. 18:44call earphones the headphones and then
  422. 18:46bone conducting herinade is something
  423. 18:48else. But then for eyes would it be
  424. 18:51iPhone which is not a good name either
  425. 18:53because of iPhones and just because it's
  426. 18:55phone which is related to sound. But
  427. 18:58then for eyes it's used HMD is the uh
  428. 19:02the term that is used conventionally. So
  429. 19:04headmounted display but headphones are
  430. 19:07also headmounted displays.
  431. 19:11So to be consistent with what we just
  432. 19:14learned probably the best names would be
  433. 19:16audio display and visual display.
  434. 19:19However
  435. 19:21uh we'll use conventional names. Of
  436. 19:22course the conventional names is
  437. 19:24headphones and HMD. So headphones for
  438. 19:26ears and headmounted display for eyes
  439. 19:30the visual display. So, um, another
  440. 19:35interesting note is bulkiness, right?
  441. 19:37So, while with HMDs,
  442. 19:41uh, when you're wearing it, it's a break
  443. 19:43cover in your face, right? So, you look
  444. 19:45ridiculous from the third person
  445. 19:48perspective because you're wearing a
  446. 19:50blindfold. However, with headphones,
  447. 19:53although they're bulky, it's quite okay
  448. 19:55to wear them, right? So, you cannot hear
  449. 19:57anything when you're wearing headphones,
  450. 20:00but that's okay. However, if you don't
  451. 20:02see anything when while you're wearing a
  452. 20:05blindfold, that's not okay. And in
  453. 20:08public, we probably these will never be
  454. 20:10accepted, while headphones are perfectly
  455. 20:13fine to wear in public. So, something to
  456. 20:15think about, but like it just it's just
  457. 20:18weird and um and bulky and inconvenient
  458. 20:23and uncomfortable to wear a a blindfold
  459. 20:26and a brick. So, what's going to happen
  460. 20:28with these devices? I don't know.
  461. 20:29Probably something more like hollow lens
  462. 20:31or glasses light devices will be the
  463. 20:35future because this is not really
  464. 20:36acceptable.
  465. 20:38Now, lot let's talk about power
  466. 20:41considerations. So let's look at the
  467. 20:42amount of power we need to render
  468. 20:45screens at various distances. So for
  469. 20:48visual displays in the case for example
  470. 20:52the screen is far away from you right?
  471. 20:53So, you need to light up the entire a
  472. 20:55large area uh entire walls around you,
  473. 20:59right? But if you're wearing an HMD,
  474. 21:01then the screen is very very close. In
  475. 21:04fact, so close that you need to put some
  476. 21:06kind of optics lenses so that your eyes
  477. 21:10can even focus on the screen that close.
  478. 21:13So, that's one consideration,
  479. 21:16right? We we can't see things too close.
  480. 21:19So, we need optics to see close visual
  481. 21:21displays, but you need to then use less
  482. 21:24power to light them up, right? Small
  483. 21:26small screens. However, if you're
  484. 21:29sitting in a movie theater, then uh the
  485. 21:31screen is very large and you have to
  486. 21:33power a much larger area. So, the same
  487. 21:37goes for speakers
  488. 21:39or for uh audio displays. They need to
  489. 21:42be louder if you're in the movie
  490. 21:43theater, but not so much when they're on
  491. 21:46your head, right?
  492. 21:48Okay. So, there are other considerations
  493. 21:50for size of visual displays. So, there
  494. 21:54is um clearly an engineering advantage
  495. 21:57of having them small, right? You need
  496. 21:59less power to light them up. When
  497. 22:01they're small, displays are also
  498. 22:02portable and potentially cheaper. But to
  499. 22:05make them work, these smaller divi uh
  500. 22:08displays, you might need to invest in
  501. 22:11some kind of high quality optics, but
  502. 22:15also high quality eye and body tracking
  503. 22:19and then distortion distortion
  504. 22:20correction uh for objects potentially.
  505. 22:24So the advantages are greater
  506. 22:26portability and lower cost while
  507. 22:28disadvantages are that you need to have
  508. 22:30certain engineering components that are
  509. 22:33uh more high-tech.
  510. 22:36And these were these engineering
  511. 22:38components only appeared recently. They
  512. 22:39they became possible recently with
  513. 22:42portable screens with OLEDs with
  514. 22:45portable IMUs. But in terms of the uh
  515. 22:49signal, the strength of a signal itself,
  516. 22:52of course, the power of that signal is
  517. 22:54cheaper the closer it is to the sense.
  518. 22:59And of course, we need to also remember
  519. 23:01that there's next generation displays
  520. 23:04that are um that are going to be maybe
  521. 23:07more popular soon. And these are virtual
  522. 23:10retina displays and waveguide optics. So
  523. 23:12that's kind of like asking the question
  524. 23:14why do we even have to worry about this
  525. 23:17uh display uh if we can beam the
  526. 23:20information directly on the retina and
  527. 23:22that's what this virtual retina displays
  528. 23:23and wave guide optics are about. So they
  529. 23:26bypass this display altogether and
  530. 23:29instead they just stimulate the uh
  531. 23:32retina uh itself directly and that is
  532. 23:36whole lens 2 and possibly Facebook and
  533. 23:38Apple will have something like this
  534. 23:40soon.
  535. 23:42Okay.
  536. 23:46[Music]

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