Bird's Eye View_ Hardware - Part 1 — Transcript
Full transcript
- 0:01[Music]
- 0:16So let's start in our third lecture.
- 0:19Think of it as the bird's eye view of
- 0:20all of the components involved in
- 0:23virtual reality systems and they are
- 0:25hardware, software and the human. And
- 0:27today we will talk about the hardware.
- 0:30And um you can also think of this
- 0:32lectures this one and the next one as
- 0:35the beginning of the today is the
- 0:36beginning of the bird's eye view series
- 0:39uh of lectures that overviews all of the
- 0:42three components of virtual reality
- 0:44systems in general which is system uh s
- 0:47which is a hardware software and human
- 0:49perception. And the last time we already
- 0:52covered human senses and sensors a
- 0:55little bit and then uh today we'll cover
- 0:58the rest of hardware and uh next lecture
- 1:02on Tuesday we will talk about uh
- 1:04software and the human perception
- 1:07and in our book we already done with
- 1:09chapter one and we now right now we are
- 1:12uh in chapter 2 and we'll finish it next
- 1:15Tuesday. Okay. So very good. Oh, we have
- 1:18a lot of materials today. So, we're done
- 1:20with administration. Let's go into let's
- 1:23dive into our hardware bird's eye view.
- 1:27Let's start with the review from last uh
- 1:29lecture though. As we discussed in
- 1:31class, how many senses
- 1:34do humans have and what's the correct
- 1:37answer given that we will be studying
- 1:40perception in this class and we know a
- 1:42little more than just you know general
- 1:44uh public about the things. will be
- 1:46studying more and many of you maybe
- 1:48already studied psychology. So what's
- 1:50the correct answer? The correct answer
- 1:51is it's complicated. Right? So it's more
- 1:54it's more than five it we will not talk
- 1:58about five or six senses. It's more than
- 1:59six. It's much much more complicated
- 2:01than that and we will learn more as we
- 2:03go along. So the cor the correct answer
- 2:06here is it's complicated. Realistic
- 2:09graphics is it essential for immersion
- 2:11in VR or not?
- 2:17Correct. False. It's it's not uh
- 2:20essential. At least in general for
- 2:23majority of people, it will not be
- 2:25essential because there is cartoon VR
- 2:27worlds, right? They're not realistic and
- 2:29we still feel immersed. So, it's good.
- 2:33And uh how many degrees of freedom does
- 2:35the human eye have? If you remember, we
- 2:37discussed it in the end of the last
- 2:39lecture. So, we have the human eye. If
- 2:42you want to track it, how many ways
- 2:44could the eye move? So that we need to
- 2:46track it. And um
- 2:50six is incorrect because six is just in
- 2:53how many ways our head can move. XYZ
- 2:55translations and rotations around XYZ X
- 2:59Y and Z. Which one is did I not rotate
- 3:02like this? So eyes have more than six
- 3:06because eyes can also move inside of
- 3:08their sockets as we discussed last time.
- 3:11And there is also accommodation. So we
- 3:13we have multif focal kind of ways of
- 3:15adjusting our eyes. Okay. So that's
- 3:19good. Nine is correct. Okay. So now I
- 3:22want to give an overview of your
- 3:23systems. So all of the components that
- 3:26are involved in it. So it is hardware,
- 3:30software and an organism. Right? So in
- 3:32our case it's humans. So we'll be
- 3:33studying VR for humans. So here's this
- 3:36kind of rough picture of all of the
- 3:38components that we'll have to learn
- 3:39about in order to understand virtual
- 3:41reality. So you can see here the CPU,
- 3:44the controllers and the mouse, maybe
- 3:48controllers such as mouse and keyboard
- 3:50or VR controllers, headphones and an
- 3:53HMD, right? There's also human senses
- 3:56and the brain. So in this class we will
- 3:59talk about hardware uh only during this
- 4:02lecture. So not much uh we will not be
- 4:04talking too much about hardware but we
- 4:06will talk much more about software what
- 4:08goes into all of these algorithms
- 4:10tracking and rendering methods and we
- 4:12will talk about uh perception. So how do
- 4:15we perceive all of this stimulus that
- 4:17goes from the HMD or from other displays
- 4:20onto our senses and how we process it
- 4:23and of course it all will come uh to
- 4:26comfort issues. So all of this uh
- 4:29interactions between the systems are
- 4:31responsible for VR comfort issues. So I
- 4:35want to paint this abstract picture of
- 4:38things first. So here on the right of
- 4:40this diagram is the human organism and
- 4:43its brain right and the sense or sensor
- 4:46that moves in the world and provides the
- 4:48neural information to the brain while
- 4:50the brain is controlling where the sense
- 4:53is going in the world. Right? So the
- 4:55configuration of this of the sense so
- 4:58some of this control sometimes bypasses
- 5:00the brain altogether. It's like a reflex
- 5:02like vestibular ocular reflex but most
- 5:05of this uh is in a loop from the sense
- 5:08to the brain and back right. So
- 5:11generally it's the brain that's doing
- 5:12the control. So then the sense is
- 5:14capturing the information through the
- 5:16transduction
- 5:18uh from the outside world right. of
- 5:20transduction of the natural stimuli into
- 5:23the neural signal. So this is the real
- 5:26world situation, right? So this is
- 5:28without doing virtual reality yet. So
- 5:31the question is what can I put here in
- 5:33the physical world to fool the brain? So
- 5:36I look at this sense and look at the
- 5:39stimulus that comes in and I wanted to
- 5:42replace it with something artificial or
- 5:45something engineered. Right? So here on
- 5:49the bottom is the VR case then. So
- 5:51instead of the real world I will place
- 5:53in front of the sense organ something
- 5:55that I will call a display. And by
- 5:58display I mean something in a much more
- 6:01general sense here. So it could be touch
- 6:04display, it could be vision, could be
- 6:06audio. H and I want this display to send
- 6:10the stimulus to the sense. So I have to
- 6:13figure out how and what to play on this
- 6:16display.
- 6:17Uh so so that so that uh whatever is
- 6:21rendered is transduced by the sense into
- 6:25the neural uh signal to the brain and
- 6:29all of this will be done by virtual
- 6:30world generator that produces this
- 6:32picture on the display and renders on
- 6:34the display. Right?
- 6:36So we will call it a VR system if the
- 6:39brain is fooled into believing there is
- 6:42no interference no know this engineered
- 6:45device. So hopefully for the brain uh
- 6:48this is how it looks like right so as if
- 6:51it was the real world. So it's only
- 6:53whoever the developers the creators uh
- 6:56of this experience who know about this
- 6:58artificial stimulation um and this
- 7:01engineered uh system here and they
- 7:04succeeded
- 7:05into building a VR system if they
- 7:07successfully fooled the brain into
- 7:09thinking there is known or nearly known.
- 7:12So this is what it means to build a good
- 7:15VR experience, right? According to our
- 7:17definition of virtual reality that we
- 7:18discussed last time. So now we can
- 7:22notice the connection between SR, AR, VR
- 7:27and MR right here. Right? So although we
- 7:30call it a virtual world generator,
- 7:33but maybe the world that it's rendering
- 7:35is
- 7:37the same place that you're in, right? Or
- 7:39maybe it's some place like the same room
- 7:42that you're in but with the delay of 5
- 7:44seconds. Or it could be recorded in some
- 7:47way. It could be delayed and augmented
- 7:49like kind of like AR then. Um it could
- 7:52be a completely virtual world created by
- 7:54Unity or Unreal Engine. Could be a
- 7:57cartoon world. It could be a panorama or
- 7:592D world. So everything nevertheless it
- 8:02is a virtual world. It's not a real
- 8:05physical world anymore. And uh I hope
- 8:08that now it's very clear that we talk
- 8:10about this SR, AR, VR, MR systems in a
- 8:13very general way in this class and we
- 8:15call them all virtual reality. So now
- 8:18let's continue with this hardware
- 8:20overview, all of the components. So
- 8:23let's name all of these blocks and
- 8:25arrows in this abstract picture of a
- 8:28virtual reality system. So the virtual
- 8:31world generator or CPU GPU through the
- 8:35process of rendering constructs the
- 8:38virtual world on the display and
- 8:41provides the artificial stimulus uh to a
- 8:45sense organ uh that transduces it into
- 8:48the neural signal and sends it to the
- 8:50brain. So the brain is hopefully fooled,
- 8:53right? And in response, the brain can
- 8:56control the sense organ to get closer or
- 8:59further away from the source of
- 9:00stimulus, right? To look at things
- 9:02closer or hear things better, which
- 9:04causes the configuration change of the
- 9:07display because the display is usually
- 9:09attached to that sense organ rigidly in
- 9:12some way. And we this should trigger a
- 9:16an event in a tracking system to cause
- 9:19CPU or GPU to update whatever is
- 9:22rendered on the display appropriately.
- 9:24So that's called tracking, right? And so
- 9:27and this is important so that it appears
- 9:30that the virtual world behave
- 9:33in the same way as the real world would
- 9:36would behave when we move in it.
- 9:40Okay. So I have a question. according to
- 9:43this big picture and I showed a visual
- 9:46display here. But what if it was an
- 9:48audio display for ears? So what would be
- 9:51the artificial stimulus produced by
- 9:54audio displays?
- 9:57So what do they send? Yeah, air pressure
- 9:59waves. So that's the energy the real
- 10:01world energy um that they have to
- 10:04simulate or render to the ears. So
- 10:07correct air pressure waves. Very good.
- 10:11So let's start with audio displays and
- 10:13start thinking about audio displays in a
- 10:15very general way too. So audio display
- 10:18is most commonly called a speaker
- 10:22and CPU rendering the rendering process
- 10:26produces the appropriate signal uh that
- 10:29is converted into air pressure waves
- 10:31which is sound and then the ear uh
- 10:35transduces th those uh air pressure
- 10:37waves into the neural signal to the
- 10:39brain. So let's see. So now uh
- 10:45right so now let's compare two um very
- 10:49familiar you're familiar with those uh
- 10:52audio systems that are quite common
- 10:55nowadays. So these two systems are
- 10:58different in how far the displays are
- 11:00from the ears and hence how the tracking
- 11:03is done right. So one is going to be
- 11:06placing a display far away from ears and
- 11:09another one will be very close one. So
- 11:12let's see which one is far away, which
- 11:13one is close one. So in the first
- 11:15setting on the left here, you're sitting
- 11:17in a movie theater, right? Or a home
- 11:19movie, home uh theater. And you can turn
- 11:22your ears wherever you like, but you
- 11:25generally do not change your seat,
- 11:26right? So once you're sitting, you're
- 11:28there. And there are the speakers then
- 11:30located in the movie theater. Um and
- 11:34their labels here, front, right, front,
- 11:35left, front, left, whatever subwoofers.
- 11:38So this is called surround sound 7.2.
- 11:40into right a system. So let's compare
- 11:43that to wearing headphones.
- 11:46And with headphones then uh when you
- 11:49turn your head the sound follows you
- 11:51right.
- 11:53So when you are in the theater when you
- 11:56turn your head the speakers don't follow
- 11:59you right? So the the uh location of the
- 12:02speakers is not changing with respect to
- 12:04your ear. So did you ever think about
- 12:06this difference? So something
- 12:08fundamentally different is going on
- 12:11between these two and we largely don't
- 12:14even notice it. So somehow we don't care
- 12:18much if we have no sound tracking. So
- 12:21sound tracking is not essential for
- 12:23human comfort. Also the distance to the
- 12:26audio in the displays is different right
- 12:28in these two settings. So in 7.2 to
- 12:30surround sound you're sitting far away
- 12:32from the speakers while in the
- 12:34headphones the display is very close to
- 12:36the to the ear to the sensory organ.
- 12:40So uh let's talk about very similar two
- 12:43setups for human eyes. So for displays
- 12:46for your eyes. So let's make a perfect
- 12:48correspondence between what we just did
- 12:50for audio and visual display. So in one
- 12:52setting the uh the display should be far
- 12:54away from the eyes and in another one it
- 12:58should be close by in a VR system. So
- 13:00what do we get then? Well we get a cave
- 13:04and an HMD right we talked during the
- 13:07last lecture I mentioned caves briefly.
- 13:10So a person in a cave is usually in a
- 13:12center of the room and there is some
- 13:15kind of projection system that projects
- 13:18screens on walls around. So at least
- 13:21three walls but sometimes four or six or
- 13:24you can put all all around
- 13:26and uh you need some kind of polarized
- 13:28glasses for stereo and tracking right so
- 13:31that it's updated. So this is what we
- 13:33would call a cave system and the display
- 13:36is very far away from your body. So here
- 13:39it kind of shows. So if you decide to
- 13:42rotate so only rotate your head without
- 13:45changing your position then no tracking
- 13:48needs to be done. So rotate rotational
- 13:50tracking is provided for free in caves.
- 13:55But um what else is free? Body tracking
- 13:58is free. You look down, you see your
- 14:00body, right? You see your hands.
- 14:03So now when you start walking in the
- 14:06cave, that's when tracking needs to be
- 14:07done. So the objects will need to start
- 14:09appear that they're closer or if you do
- 14:12parallax
- 14:13um because if you don't update what's
- 14:16what's uh what you see during parallax
- 14:19then the objects projected on the walls
- 14:21will appear as if they're painted on the
- 14:23walls like a wallpaper. So you need to
- 14:25implement positional tracking. So now
- 14:28for HMDs
- 14:30do you need to implement rotational
- 14:32positional and body tracking? Yes, yes
- 14:35and yes. So if you choose not to
- 14:37implement positional or rotation
- 14:39tracking, then whatever you see inside
- 14:41of your HMD is going to look like it's
- 14:44glued to your head, right? So if you are
- 14:47s sitting in a home movie theater for
- 14:50example and there is no tracking and you
- 14:52look at it, it will feel like it's glued
- 14:54to your head. The whole movie theater
- 14:56will start turning with your head and
- 14:58that's as if it's weightless. So it's
- 15:01usually not comfortable. Okay. So really
- 15:04um more position more tracking needs to
- 15:06be implemented the closer the displays
- 15:08to the eyes it seems like. Okay. So just
- 15:10to review what is the artificial
- 15:12stimulus produced then by visual
- 15:14displays which one of these
- 15:17uh energy sources I guess or optical
- 15:20distortion doesn't even have to do it's
- 15:22not it's it's just a wrong answer.
- 15:26Optical distortion is is not an source
- 15:30of energy. Right? So light waves is the
- 15:32artificial stimulus produced by v visual
- 15:35displays. That's correct.
- 15:37Okay.
- 15:40Which one of the following is a visual
- 15:41display as defined in class then? So as
- 15:44we just tal we just defined what are
- 15:47visual displays? Uh they need to send
- 15:49some kind of light waves to the eyes and
- 15:52fool you into believing you're in some
- 15:54world. So which ones of these could
- 15:57produce light, right? Essentially. So
- 15:59which one of them could be a visual
- 16:01display? Not headphones. They produce
- 16:04air pressure waves. Not magnifying lens.
- 16:06They um they interact with the light but
- 16:10they don't produce light. Right. Camera.
- 16:12It captures light but it doesn't produce
- 16:14light. So only phone screens is the
- 16:17correct answer. Very good.
- 16:20Okay. Give three examples of visual
- 16:23displays. So we already said that a
- 16:26phone screen would be one. A projection
- 16:29system like a cave would be another one.
- 16:31A laptop. Perfect. Yeah. So, phone,
- 16:34phone screen, HMD,
- 16:36um TV. Yeah. Desktop, television. Yeah.
- 16:40Monitor, smartwatch. Yeah. Anything that
- 16:43produces light
- 16:46could potentially produce enough uh
- 16:48visual stimulation to to be a display
- 16:52for VR system. Very good. Okay. Santan
- 16:56is actually a virtual reality system,
- 16:58right? Yeah, it could be. Yeah, of
- 16:59course. For for um for audio for ear
- 17:04is the sole goal of VR is to fool the
- 17:06brain. Yes,
- 17:09I think an organism is a very important
- 17:11part of virtual reality. I mean
- 17:13otherwise what this is presented for,
- 17:16who is going to be the judge of this
- 17:19experiences, right? So there is an
- 17:21organism there and usually they have
- 17:23brains to analyze this kind of stimulus.
- 17:28Okay. So let's see let's move on maybe
- 17:33um and we answer more questions as we go
- 17:36along. Okay. So to summarize
- 17:40tracking is necessary
- 17:43for visual uh senses and in HMDs but not
- 17:48for audio senses and headphones. Right?
- 17:50So why is that the case? Why do we make
- 17:52a big deal for tracking for our visual
- 17:54senses and not for audio senses? This is
- 17:56because as we learn later, vision sense
- 17:59is dominant and the brain seems to make
- 18:02much much more of a big deal analyzing
- 18:05visual stimuli than any other stimuli
- 18:07coming from any other senses. Therefore,
- 18:09the level of fidelity that is needed uh
- 18:13for your visual senses to analyze or for
- 18:15the brain to analyze must must be of
- 18:17higher quality than for audio for human
- 18:21comfort.
- 18:23So I want to make a little note on
- 18:27naming. So conventional naming is not
- 18:29maybe consistent. So let's think about
- 18:31it. Headphones, right? So this is
- 18:33headphones. But what about the bone
- 18:35conduction hearing aid? Is that a
- 18:38headphone as well? Right. So then there
- 18:40should be kind of a maybe uh we should
- 18:44call earphones the headphones and then
- 18:46bone conducting herinade is something
- 18:48else. But then for eyes would it be
- 18:51iPhone which is not a good name either
- 18:53because of iPhones and just because it's
- 18:55phone which is related to sound. But
- 18:58then for eyes it's used HMD is the uh
- 19:02the term that is used conventionally. So
- 19:04headmounted display but headphones are
- 19:07also headmounted displays.
- 19:11So to be consistent with what we just
- 19:14learned probably the best names would be
- 19:16audio display and visual display.
- 19:19However
- 19:21uh we'll use conventional names. Of
- 19:22course the conventional names is
- 19:24headphones and HMD. So headphones for
- 19:26ears and headmounted display for eyes
- 19:30the visual display. So, um, another
- 19:35interesting note is bulkiness, right?
- 19:37So, while with HMDs,
- 19:41uh, when you're wearing it, it's a break
- 19:43cover in your face, right? So, you look
- 19:45ridiculous from the third person
- 19:48perspective because you're wearing a
- 19:50blindfold. However, with headphones,
- 19:53although they're bulky, it's quite okay
- 19:55to wear them, right? So, you cannot hear
- 19:57anything when you're wearing headphones,
- 20:00but that's okay. However, if you don't
- 20:02see anything when while you're wearing a
- 20:05blindfold, that's not okay. And in
- 20:08public, we probably these will never be
- 20:10accepted, while headphones are perfectly
- 20:13fine to wear in public. So, something to
- 20:15think about, but like it just it's just
- 20:18weird and um and bulky and inconvenient
- 20:23and uncomfortable to wear a a blindfold
- 20:26and a brick. So, what's going to happen
- 20:28with these devices? I don't know.
- 20:29Probably something more like hollow lens
- 20:31or glasses light devices will be the
- 20:35future because this is not really
- 20:36acceptable.
- 20:38Now, lot let's talk about power
- 20:41considerations. So let's look at the
- 20:42amount of power we need to render
- 20:45screens at various distances. So for
- 20:48visual displays in the case for example
- 20:52the screen is far away from you right?
- 20:53So, you need to light up the entire a
- 20:55large area uh entire walls around you,
- 20:59right? But if you're wearing an HMD,
- 21:01then the screen is very very close. In
- 21:04fact, so close that you need to put some
- 21:06kind of optics lenses so that your eyes
- 21:10can even focus on the screen that close.
- 21:13So, that's one consideration,
- 21:16right? We we can't see things too close.
- 21:19So, we need optics to see close visual
- 21:21displays, but you need to then use less
- 21:24power to light them up, right? Small
- 21:26small screens. However, if you're
- 21:29sitting in a movie theater, then uh the
- 21:31screen is very large and you have to
- 21:33power a much larger area. So, the same
- 21:37goes for speakers
- 21:39or for uh audio displays. They need to
- 21:42be louder if you're in the movie
- 21:43theater, but not so much when they're on
- 21:46your head, right?
- 21:48Okay. So, there are other considerations
- 21:50for size of visual displays. So, there
- 21:54is um clearly an engineering advantage
- 21:57of having them small, right? You need
- 21:59less power to light them up. When
- 22:01they're small, displays are also
- 22:02portable and potentially cheaper. But to
- 22:05make them work, these smaller divi uh
- 22:08displays, you might need to invest in
- 22:11some kind of high quality optics, but
- 22:15also high quality eye and body tracking
- 22:19and then distortion distortion
- 22:20correction uh for objects potentially.
- 22:24So the advantages are greater
- 22:26portability and lower cost while
- 22:28disadvantages are that you need to have
- 22:30certain engineering components that are
- 22:33uh more high-tech.
- 22:36And these were these engineering
- 22:38components only appeared recently. They
- 22:39they became possible recently with
- 22:42portable screens with OLEDs with
- 22:45portable IMUs. But in terms of the uh
- 22:49signal, the strength of a signal itself,
- 22:52of course, the power of that signal is
- 22:54cheaper the closer it is to the sense.
- 22:59And of course, we need to also remember
- 23:01that there's next generation displays
- 23:04that are um that are going to be maybe
- 23:07more popular soon. And these are virtual
- 23:10retina displays and waveguide optics. So
- 23:12that's kind of like asking the question
- 23:14why do we even have to worry about this
- 23:17uh display uh if we can beam the
- 23:20information directly on the retina and
- 23:22that's what this virtual retina displays
- 23:23and wave guide optics are about. So they
- 23:26bypass this display altogether and
- 23:29instead they just stimulate the uh
- 23:32retina uh itself directly and that is
- 23:36whole lens 2 and possibly Facebook and
- 23:38Apple will have something like this
- 23:40soon.
- 23:42Okay.
- 23:46[Music]
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