Bird's Eye View_ Hardware - Part 2 — Transcript
Full transcript
- 0:01[Music]
- 0:17Oh, absolutely. Yeah. Other security and
- 0:19privacy guidelines, but there's concerns
- 0:22for sure. Um, nobody can see what you're
- 0:25seeing, right? Or whether you're filming
- 0:28anything. I'm not aware about any
- 0:30guidelines yet. I I think we're not
- 0:32there yet. But once they become really
- 0:33mainstream, if people start wearing them
- 0:35everywhere, which didn't happen, I'm
- 0:37sure we will have to have a conversation
- 0:39about that as well.
- 0:42Okay.
- 0:46Uh we really do not want you to feel
- 0:48disoriented. So you really need to have
- 0:50perfect calibration.
- 0:53So please take as much time as needed is
- 0:56it's crucial that you calibrate your
- 0:58headset as much as pos as well as
- 1:00possible and we give you guidelines on
- 1:02discord so please go there we'll give
- 1:04you some other tricks that you can do
- 1:08uh
- 1:11can hackers oh yes I don't know exactly
- 1:15like I don't have an answer for you like
- 1:17I don't have an example um but I
- 1:20definitely we will go in this class
- 1:22through a lot of illusions that you can
- 1:24uh see in VR which are really spooky
- 1:27sometimes like you know perception of
- 1:30time or how much you don't even notice
- 1:32which is right there in front of your
- 1:34eyes. So we'll we'll talk about it as we
- 1:36go but I but I don't know like any
- 1:39anything this dramatic I I don't know an
- 1:41example but potentially yes very good.
- 1:49Um uh we are not I I'm not aware of any
- 1:54of this but maybe I'm wrong. So this is
- 1:56not my research area and I haven't heard
- 1:58of real time VR scene generation
- 2:04but anyway so let's
- 2:07let's move on. So spatial audio is not
- 2:11important for immersion. It is that's a
- 2:13good question. We'll have an entire
- 2:17series of lectures on audio and I think
- 2:21professor manan will talk about audio
- 2:23and you'll learn a lot. I think it's
- 2:25it's um important but not essential.
- 2:30Okay. So let's move on. Okay. Now let's
- 2:33talk about frames for a second for a
- 2:35little bit. We talked about it last time
- 2:36but let's talk a little more. So from
- 2:39last lecture do you remember if we talk
- 2:42about screens and frame rate refresh
- 2:45rate of the frames
- 2:48at 8 frames per second if there's some
- 2:52motion on the screen will it appear
- 2:54continuous or not
- 2:59and the correct answer is false. The
- 3:02reason is that usually 12 is the
- 3:05threshold. After 12, you will not
- 3:07perceive individual frames. Before 12,
- 3:10you will even perceive the frames
- 3:12themselves, not even some objects
- 3:14moving. So, so this is definitely false.
- 3:17But now I have a a little more
- 3:18complicated question. So, this requires
- 3:20a little bit of thinking. If you have a
- 3:22screen that is really a good advanced
- 3:24screen, it has 100 frames per second
- 3:26refresh rate. So, frames change at 100
- 3:29hertz frequency. And there's some object
- 3:32on the screen.
- 3:35So will it always appear continuous? If
- 3:39you have such great refresh rate,
- 3:42will any object appear moving
- 3:45continuously on your screen? So imagine
- 3:47you're in a movie theater and there is a
- 3:50rocket going really fast across the
- 3:52screen and you but you have 100 frames
- 3:54per second refresh rate. Will you notice
- 3:56discontinuity?
- 3:59And the correct answer is not true. So
- 4:01the the correct answer is false.
- 4:05Some motions if they're too fast,
- 4:07they'll appear discontinuous. And that's
- 4:09why Hollywood movie directors and
- 4:11Bollywood movie directors, all of the
- 4:13movie directors out there, they will
- 4:15avoid any kind of fast objects across
- 4:18streams uh screens. So they uh
- 4:21consciously avoid those kind of motions
- 4:23because even at 100 frames per second if
- 4:27the object moves too fast you'll just
- 4:29you know jump too far between the frames
- 4:33and you'll you'll notice discontinuity.
- 4:35So that's something that we need to
- 4:37consider. And now I want to explain even
- 4:41in more detail. So you can conduct this
- 4:44experiment on your on your own. take an
- 4:47LED
- 4:48uh attach it to the square function
- 4:51generator so you have it pulsing right
- 4:54so you can have it turn on and off and
- 4:57here in this animation the LED is
- 4:59pulsing at two hertz or three hertz
- 5:01maybe but imagine that you make it do
- 5:051000 hertz pulsing so what would you see
- 5:08if you look at it you wouldn't notice
- 5:11flicker anymore right so if you look at
- 5:14an LED like this but pulsing
- 5:16at higher frequency you would not notice
- 5:19the flicker while at this low frequency
- 5:22you notice the flicker and th these kind
- 5:25of LEDs pulsing LEDs that's the
- 5:27principle of all of the screens that we
- 5:29use today all of the modern screens such
- 5:32as phones LEDs phones and and so on so
- 5:37then think of this LED and what if you
- 5:40start moving it what if you start moving
- 5:43it and while if you move it and you
- 5:46still follow it with your eyes and it's
- 5:49uh pulsing at 1000 hertz, you will still
- 5:52know not notice the flicker. But what if
- 5:55you don't look at the LED and you start
- 5:57moving it to on the side from side to
- 6:00side like this
- 6:02and you look straight. So you don't look
- 6:04at the LED and you move this LED very
- 6:07very fast.
- 6:09Do you think you would notice flicker if
- 6:11the motions are very very fast?
- 6:16And the answer is I didn't put the
- 6:17slider question but the answer is yes.
- 6:19You would notice if this motion is
- 6:21really fast
- 6:24then the LED even at 1000 hertz would
- 6:28leave a zip line on your like a zipper
- 6:31on your retina.
- 6:34And we've done this experiment in our
- 6:35research lab. So everybody got to try it
- 6:37and you would perceive this zipper on
- 6:40our retina. we would perceive
- 6:41discontinuity
- 6:43and this means that some flicker may
- 6:47never be eliminated in VR even if we
- 6:50increase frames per second to a,000
- 6:53hertz and the reason is that our eyes
- 6:56move really really fast therefore we
- 6:58will interact with this display at
- 6:59really really high speeds as this
- 7:01simulated example so we may never
- 7:03eliminate flicker some amount of flicker
- 7:05may always be there or what we will call
- 7:08there's flicker or retinal image slip
- 7:10So that those two so some kind of
- 7:12discontinuity or some kind of uh
- 7:15problems
- 7:17may always remain due to the fact that
- 7:19we will interact with screens at much
- 7:22higher speeds than um with other
- 7:25displays.
- 7:29What continuous motion is? Uh so if an
- 7:32object moves in real world do you
- 7:34perceive discontinuities?
- 7:37uh we actually do sometimes too if they
- 7:39f if they move really really fast like
- 7:41for example propellers of the airplanes.
- 7:43So we still notice some kind of
- 7:45artifacts due to fast motions but at
- 7:48most of the speeds that are around us in
- 7:50nor during normal day uh everyday life
- 7:53we don't notice discontinuities but on
- 7:56VR screens even at those speeds we may
- 7:59notice due to the frame per second uh
- 8:02due to the refresh rate. Okay, so now
- 8:04let's look at all of the other hardware
- 8:06components
- 8:08in VR systems. So, um let's make sure
- 8:11that all of the modern VR systems at
- 8:13least are covered like caves, HMDs, and
- 8:15these next generation um retinal
- 8:19displays. So, there is rendering
- 8:21hardware, that's number one. For visual
- 8:25uh displays, we have um tubes, plasma,
- 8:28LCDs, OLEDs, projectors, vers uh virtual
- 8:31retinal displays, light fields, right?
- 8:33So we kind of talked about all of them.
- 8:35Maybe I missed some. So please write
- 8:38what I missed. Your favorite display
- 8:40that I missed. For audio, we have
- 8:42speaker, surround sound, headphones,
- 8:44bone conduction.
- 8:47For the touch display. So that's very
- 8:49interesting because this is called
- 8:50haptic devices. And I will not talk much
- 8:53about them, but maybe professor Manuvan
- 8:56will cover more about haptics because
- 8:57he's expert on that. So there's but
- 9:01there's generally two categories for
- 9:04haptic feedback and they're called
- 9:06cutane cutaneous versus kinesthesia. So
- 9:10cutaneous feedback is some kind of
- 9:12vibration like in your ramble pass in a
- 9:14game devices. But for kinesthesia it's
- 9:17when the motion is actually getting
- 9:18blocked. So you have like this resisting
- 9:20force. So there may be a robot that is
- 9:23pushing you against your hand. So it's
- 9:26much more kind of realistic than
- 9:28feedback.
- 9:29Um and um but but yeah, so th those are
- 9:35the two it can kind of simulate touching
- 9:37a wall and you know grabbing objects and
- 9:40stuff like that
- 9:42but there's also a lot of controllers
- 9:43like Oculus Touch, HTC Vive, Kinet
- 9:47Haptive Suits. So all of those are touch
- 9:50displays. So I will not talk about smell
- 9:54taste and vestibular devices vestibular
- 9:57uh displays because they're mostly R&D
- 10:01but we've tried the smell and
- 10:03vestibular. I I didn't try vestibular
- 10:06but I know that I I know people who
- 10:08tried and it's very painful.
- 10:10Okay. Then uh optics. So as the displays
- 10:15get closer to our visual senses we need
- 10:17some kind of optics. So there's lens and
- 10:19waveguides kind of optics.
- 10:22Then we have tracking tracking hardware.
- 10:24I'll talk about it later in more
- 10:26details. So we have IMUs, cameras,
- 10:28lighouses.
- 10:30Um and uh uh we will not talk about the
- 10:35hardware too much in this course but we
- 10:37will talk about uh um tracking software.
- 10:40So how to write those methods. So you
- 10:42could actually write your own tracking
- 10:45uh systems
- 10:47also input devices. So this is something
- 10:50interesting right? Right. So what are
- 10:51the input devices? Game controllers,
- 10:53keyboards, mouse, data gloves. So when
- 10:56you're wearing a headset, which is a
- 10:57blindfold, the last thing that you want
- 11:00to is to try to type something on a
- 11:03keyboard, right? So that's really
- 11:05difficult to have input devices in VR.
- 11:08Of course, there you can input something
- 11:10with controllers, but this is a big
- 11:12limitation essent especially with our
- 11:14cardboards, right? How are we going to
- 11:16input any kind of information in our VR
- 11:19systems? So that's something that we
- 11:22have surprise for you here. But this is
- 11:25a big limitation and maybe one of the
- 11:27big reasons why cardboard uh the whole
- 11:31project was discontinued.
- 11:34So uh and finally we should talk about
- 11:36processing units. So what does the
- 11:38processing? It's CPU and GPU. Right now
- 11:42here is an Oculus Quest tearown. So
- 11:44let's look at that.
- 11:47Uh so let's look what's inside. Uh
- 11:50nowadays this is a video uh of the tear
- 11:53down of Oculus Quest. Not two but just
- 11:55Oculus Quest. And um the main components
- 12:00are the same as the original Quests or
- 12:03very early versions of Oculus Rifts or
- 12:06whatever um the the early prototypes. So
- 12:10the main components are or the main
- 12:12categories of the hardware are cameras,
- 12:16IMUs, displays and lenses and and they
- 12:20also have the controllers but we in in
- 12:23our cardboard will not have controllers
- 12:25but those are the main categories. Let
- 12:27me play it again because you will see
- 12:29that they went through the main
- 12:30categories as well.
- 12:34So let's see.
- 12:36Of course there's a lot of custom
- 12:38electronics now. So they're not cameras.
- 12:40Here they are. So cameras for tracking
- 12:44for positional tracking. I'm used for
- 12:47orientational tracking
- 12:50controllers. They have these LEDs here
- 12:54so that cameras can see them. They
- 12:57infrared LEDs.
- 13:00But of course if you if they're out of
- 13:02sight of cameras, then you cannot see
- 13:04it. So there's an IMU for rotational
- 13:06tracking of the controller because with
- 13:09cameras you can only do positional you
- 13:11really need IMU for do for doing
- 13:13orientational tracking. So all those are
- 13:15the main components in Oculus Quest. But
- 13:18here is
- 13:21uh a tear down of a much earlier version
- 13:24Oculus DK2. So development kit 2. So the
- 13:29same main components in the left corner
- 13:32here you see a smartphone screen right
- 13:35so that serves this as a display this is
- 13:37a circuit board that has IMUs so again
- 13:41for tracking uh rotational tracking then
- 13:44there's lenses because the screen is too
- 13:46close to the eyes so you need to u
- 13:49increase the field of view and make your
- 13:51eyes being able to focus on it the so
- 13:55here is just a mask to to uh fit it all
- 13:59in the lenses and the screen. And here
- 14:02is the there are OLEDs there that are
- 14:06hidden behind the infrared plastic so
- 14:09that this camera can see it for
- 14:11positional tracking. And this is an
- 14:13external camera. Okay. So the external
- 14:16camera was added um or is used for
- 14:20positional tracking.
- 14:22Okay. So something interesting that I
- 14:25wanted to point out right here. So
- 14:27notice that your cardboards as well as
- 14:30some early development kits of Oculus,
- 14:33they didn't have this camera. So let me
- 14:35cross it. They didn't have this camera.
- 14:36They didn't have this LEDs on the cover.
- 14:39They only had IMUs and lenses and the
- 14:42phone. And that's essentially what your
- 14:44cardboards have, which means that they
- 14:47only provide three degrees of freedom
- 14:50tracking. So Google Cardboard, Oculus
- 14:53Go, Samsung Gear, and early Oculus
- 14:55prototypes.
- 14:57had three degrees of freedom. So I have
- 14:59a question for you. What does it mean?
- 15:02So what's the difference? How did it
- 15:03feel? So what's the difference between
- 15:05six degrees of freedom that it was only
- 15:09enabled due to the use of cameras versus
- 15:123° of freedom that was enabled using
- 15:15IMUs? So that's the question for you.
- 15:18What does it feel like? So that's that's
- 15:20the question. Let me rephrase it. What
- 15:23does it feel like when you bent to look
- 15:25under a virtual table while wearing 3°
- 15:30of freedom rotation only HMD? So, you're
- 15:33in a virtual environment. There's a
- 15:35table. You want to look under it. How
- 15:37does it feel?
- 15:40And I have the answer in the next slide,
- 15:42but let's see.
- 15:45Any other guesses?
- 15:48We cannot go underneath the table.
- 15:50Translation will not happen.
- 15:53Okay. Yeah, the environment moves with
- 15:55your movement. Very good. So, here's the
- 15:57answer. I have this cool animation. So,
- 16:00this is what three degrees of freedom VR
- 16:02headsets are.
- 16:04When you rotate your head, the world
- 16:06will behave appropriately. It will not
- 16:09rotate with you. But if you want to
- 16:10translate your head in any way, the
- 16:13world will just not allow you to do
- 16:14that. So it will be as if they glued the
- 16:18whole world is glued positionally to
- 16:21you. So you cannot get to any place. The
- 16:25world will not respond. While here in
- 16:27six degrees of freedom tracking
- 16:31what you expect will happen in virtual
- 16:33world just like it would happen in the
- 16:36real world. Right? So you would get
- 16:38closer without positional tracking. You
- 16:41cannot get closer in position to
- 16:43anything. you're stuck. Okay, so I hope
- 16:46this is clear.
- 16:49Another part of hardware that is present
- 16:51in any HMD is optics and we talked about
- 16:54it. So in most mo in most modern HMDs,
- 16:59the optics are just magnifying lenses
- 17:02just like what you have in your
- 17:03cardboard.
- 17:05So what do they do? Magnifying lenses
- 17:09increase the size of the smartphone and
- 17:11therefore they wrap the image around
- 17:13your head and increasing the field of
- 17:16view as well. But then interesting thing
- 17:18happens that the image then appears or
- 17:22feels like it's infinitely far away
- 17:24optically. Probably it doesn't make
- 17:26sense now but um we'll learn about it in
- 17:29more details later but you don't even
- 17:31notice. You probably didn't even notice
- 17:32that but we'll learn we'll train you to
- 17:35notice those kind of things. Okay, so
- 17:38the magnifying lenses then increase the
- 17:40field of view. But unfortunately, as a
- 17:42side effect, they also create
- 17:44distortion. That's your homework. One is
- 17:46to correct for that distortion. So what
- 17:49is field of view is the center of the
- 17:51observable observable world, right? It
- 17:53was a bit small screen in front of you,
- 17:55but suddenly you feel immersed. And it's
- 17:57not as much field of view in your
- 17:59cardboard. It's probably more like this.
- 18:01You calculated field of view is like 190
- 18:04something. It's still small but it's
- 18:06still much bigger than your phone was.
- 18:09But field of view is this observable
- 18:11amount of the world or how much retina.
- 18:13You can think of it as how much of your
- 18:15retina is being stimulated by this
- 18:17stimulus. And distortion is when
- 18:19straight lines don't appear straight
- 18:21anymore. Again, you calibrated your
- 18:23cardboards. You know that you had to
- 18:24correct for that.
- 18:27And it is in software that needs to that
- 18:31distortion needs to be corrected.
- 18:33And it's not always trivial to do so. So
- 18:36the reason why it's not trivial is that
- 18:38lenses do not come with the formula for
- 18:41the distortion.
- 18:43And therefore it's not trivial to figure
- 18:46out what the distortion is. And you do
- 18:48it by trial and error. Whatever feels
- 18:50more right uh you you set that
- 18:53parameter. It is a very tricky thing and
- 18:56it seems like these distortion
- 18:57parameters are perceptually
- 19:00um unique to humans. Because at Oculus,
- 19:05we try to make a rig, an engineering rig
- 19:07to exactly compute distortion
- 19:09parameters, but those parameters were
- 19:11not as good as something that we set up
- 19:14manually to fit how we feel. So that's
- 19:17really interesting. So whatever you're
- 19:18doing now as calibration, that's very
- 19:20good perceptual task to fix to to find
- 19:23the best distortion parameters that fit
- 19:26fit you.
- 19:29Okay. So most of the modern HMDs come
- 19:32with lenses nowadays. However, as I
- 19:34mentioned uh already some other some
- 19:38advanced uh optical device HMDs like
- 19:41Microsoft hollow lens or magic leap or
- 19:45maybe Apple pro that is still not
- 19:48released but they promise to have
- 19:50advanced optics and that those are not
- 19:52lenses anymore. And maybe I'll have when
- 19:55we come into when we study optics, I'll
- 19:57show you what exactly is that retinal
- 19:59display. So here is
- 20:03um here are some useful terms for
- 20:06distortion. Uh and it's called a pin
- 20:09cushion or barrel distortion. So here's
- 20:11an example. If you have this original
- 20:14grid, if you were to put a lens, a
- 20:16magnifying lens, and look at that grid,
- 20:18then you would see it as push as pin
- 20:21cushion distorted. So if you look at
- 20:24this image through the lens, you put
- 20:26lens over it, you will perceive it as
- 20:28this. Therefore, if you want to correct
- 20:31for it, you need to introduce
- 20:34this barrel distortion. Then looking
- 20:36through this uh looking at this
- 20:39predistorted barrel distorted grid
- 20:43through the lens, you will perceive it
- 20:46as straight. So essentially the lens
- 20:50will shrink the grid. And if you want to
- 20:53make it appear straight, you need to pre
- 20:56fatten it. Then it will you will see
- 20:59with your eyes um and it will look
- 21:02normal. And that's your exercise. You're
- 21:04doing that in your homework one. Okay,
- 21:08let's move on. So now let's talk about
- 21:11tracking hardware. We talked about
- 21:14displays, we talked about optics, now
- 21:16tracking hardware. So it is this arrow
- 21:20here, right? So once the sense organ
- 21:22changes its configuration
- 21:25um by interacting with the virtual world
- 21:28then the virtual world needs to react
- 21:31appropriately or move right because if
- 21:33there is no tracking then it's kind of
- 21:35like looking under that virtual table.
- 21:37It will not it will move away but you
- 21:39want to track your body in it so that it
- 21:41moves closer. So the virtual world needs
- 21:43to react to your motions or the motions
- 21:46of your sense organ. So this process
- 21:49is called or tracking is the process
- 21:52that um updates the artificial
- 21:56stimulation according to the
- 21:58configuration change of the sense that's
- 22:00being tracked and as we already saw
- 22:03there are a lot of uh different um
- 22:05tracking systems. So um and a lot that
- 22:09can be done with tracking. So the closer
- 22:11the display to the sensor organ, the
- 22:13more tracking needs to be done. And you
- 22:15can implement 3° of freedom like in
- 22:17cardboard, six degrees of freedom like
- 22:19in most HMDs that we have today. You can
- 22:22do pupil tracking that is done in vario
- 22:25headsets. And then you can do what's
- 22:27called fiated rendering. So a little uh
- 22:30more advanced rendering. You can do
- 22:32hands, body, and other um other friends
- 22:35or family or pets or robots in your
- 22:38world tracking so that you bring more
- 22:41and more people or objects into your
- 22:43world. But that is harder. So even hands
- 22:46tracking is not as advanced as we would
- 22:48hope it would be at this point, right?
- 22:51If you have controllers, that's easier
- 22:53to track controllers, but hand tracking
- 22:55is not as reliable yet.
- 22:58So now the mo most important component
- 23:02in tracking systems in modern H&M is
- 23:05IMU. So what is IMU? Can you tell me?
- 23:07Inertial measurement unit. Very good.
- 23:15[Music]
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