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Bird's Eye View_ Software and Human Perception - Part 1 — Transcript

by NPTEL-NOC IITM · 3,332 words · 490 segments · language en · Watch on YouTube

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  1. 0:01[Music]
  2. 0:16of the bird's eye view series of
  3. 0:18lectures in which we overview all of the
  4. 0:20components involved in VR systems. Last
  5. 0:23time we talked about the hardware and
  6. 0:25today we will talk about software and
  7. 0:27human perception. And on Friday we'll
  8. 0:29already start uh going in topics in
  9. 0:32depth and we'll start with 3D modeling.
  10. 0:35So today we are finishing chapter 2.
  11. 0:38We'll talk about software and human
  12. 0:39perception and next week we'll start on
  13. 0:41chapter 3. So then let's start with the
  14. 0:43review question. I have a a review quiz.
  15. 0:47So what is the number of degrees of
  16. 0:49freedom that is strat in in an Oculus
  17. 0:53Quest 2 or a similar high-end HMD?
  18. 1:05So the correct answer is six. That's
  19. 1:08true. Then um of course there are some
  20. 1:11high-end HMDs that have eyetracking as
  21. 1:14well. So that would be eight. But we are
  22. 1:17talking about Oculus Quest 2 or a
  23. 1:19similar which is the correct answer is
  24. 1:21six. Very good. So now what is the
  25. 1:23number of degrees of freedom that is
  26. 1:25tracked by your phones when you put them
  27. 1:28in the VR cardboard of your
  28. 1:31so it's quite different from high-end
  29. 1:32HMDs and yes it's just three right and
  30. 1:36you probably already noticed because
  31. 1:38many of you have tried homework two part
  32. 1:41two experiences that we provided for you
  33. 1:43something fundamental is missing there
  34. 1:45right so the three degrees of freedom
  35. 1:46for positional tracking they're just not
  36. 1:48there tracked and that means that you're
  37. 1:52constrained in some ways. You cannot
  38. 1:54experience the world the way you would
  39. 1:55experience in an Oculus Quest 2. And um
  40. 1:59we have to do something with that. But
  41. 2:02we'll leave it for later. Now from last
  42. 2:05lecture, if you remember, what does
  43. 2:07accelerometer measure?
  44. 2:09So your phones or highend HMDs, all of
  45. 2:13those displays, all of those uh have uh
  46. 2:16an IMU board which has an accelerometer.
  47. 2:19An accelerometer is essential for
  48. 2:21tracking.
  49. 2:23What does it actually provide?
  50. 2:26Oh, sorry. This question is what does it
  51. 2:27measure?
  52. 2:34So do remember the mass on the spring.
  53. 2:36What does it measure? Like when does the
  54. 2:38spring stand or contract
  55. 2:42after you apply what kind of forces? And
  56. 2:45the correct answer is linear
  57. 2:46acceleration due to
  58. 2:48forces acting on accelerometer angular
  59. 2:52linear.
  60. 2:57Okay. The correct answer is not even
  61. 2:59there. Right? Do you see that? So um the
  62. 3:02correct answer that it measures all and
  63. 3:05you have to check all of that they
  64. 3:07apply. Okay. Right. Right. So this is
  65. 3:09not the multiple choice question. This
  66. 3:10is like you have to select all that
  67. 3:12apply. So which one? Linear acceleration
  68. 3:14due to gravity. Yes, it does measure.
  69. 3:17Let's go back. Uh linear acceleration
  70. 3:19due to other forces acting
  71. 3:20accelerometer. Yes, it measures that
  72. 3:22linear acceleration due to rotations.
  73. 3:24Yes, it does. When the when the objects
  74. 3:27rotate, when our head rotates, there is
  75. 3:28a centrial force and that acceleration
  76. 3:31is also measured. Angular accelerations,
  77. 3:34no. Accelerometer does not measure
  78. 3:36angular acceleration. So, this one
  79. 3:38shouldn't be there. And it doesn't
  80. 3:40measure linear velocity due to
  81. 3:41translations. No. So these two are not
  82. 3:44measured by accelerations, but these
  83. 3:46three are all measured. And the result,
  84. 3:49the resulting measurements returned by
  85. 3:51an accelerometer is the vector sum of
  86. 3:54all of those three.
  87. 3:56So here is our abstract picture of a VR
  88. 3:59system and let's review it. So that's
  89. 4:02from last time. So we will name again
  90. 4:04all of the block scenarios in this
  91. 4:06abstract picture of virtual reality. So
  92. 4:08the virtual world generator
  93. 4:11or CPU GPU um through the process of
  94. 4:14rendering constructs the virtual world
  95. 4:16on the display and provides the so the
  96. 4:19display will provide the artificial
  97. 4:21sensory stimulation to a sense organ in
  98. 4:24this case the eye but other sensory
  99. 4:26organs as well that um then transduces
  100. 4:30it into a neural signal and sends it to
  101. 4:32the brain. So the brain is hopefully
  102. 4:34fooled and in response the brain can
  103. 4:36control the sense organ to see closer
  104. 4:39maybe things you know to move it in
  105. 4:41space in in physical space and in
  106. 4:43correspondingly in the virtual space. So
  107. 4:45how does that happen? This causes the
  108. 4:47configuration change of the display
  109. 4:49itself which should trigger the event in
  110. 4:52the tracking system that causes CPU to
  111. 4:55update or rerender the display
  112. 4:57appropriately so that the virtual world
  113. 4:59behaves the same way as the real world
  114. 5:01would behave and um the organism would
  115. 5:05enjoy the experience right and then the
  116. 5:08cycle will repeat. So now let's zoom in
  117. 5:11onto the virtual world generator and see
  118. 5:14what is the input to it and what is the
  119. 5:16output. So let's follow the arrows
  120. 5:18coming in and out.
  121. 5:21So for the vision the arrow coming in is
  122. 5:24from the head tracking hardware. So the
  123. 5:27IMUs that we talked about and cameras
  124. 5:29and in case of cardboards it will be
  125. 5:31just RMUs from on your phones and coming
  126. 5:34out is the rendering. So on the visual
  127. 5:38displays right. So this smartphone
  128. 5:40screen screen screen in this case.
  129. 5:43Uh of course there are other hardware uh
  130. 5:47displays and other tracking hardware as
  131. 5:50well but for the vision sense this is
  132. 5:52mostly what we have in our uh VR
  133. 5:55headsets VR systems. So now let's look
  134. 5:59at the bigger picture for the software.
  135. 6:02So we are in the bird's eye view of the
  136. 6:04software. So let's look at this big
  137. 6:05picture. What does the virtual world
  138. 6:07generator do? So the input to the
  139. 6:09virtual world generator comes from all
  140. 6:12of the tracking hardware, not just I'm
  141. 6:13using cameras like for vision, but also
  142. 6:16keyboard, mouse, game controllers,
  143. 6:18haptic suits, everything that we we want
  144. 6:20to put in in this VR system. And the
  145. 6:23output from the virtual world generator
  146. 6:25is to render all of the displays then.
  147. 6:28So the visual display, the haptic
  148. 6:29display, the audio display to produce
  149. 6:32the appropriate signal to come to the
  150. 6:34sense organs. then to hopefully fool the
  151. 6:37brain. So uh the job of the virtual
  152. 6:40world generator or the software
  153. 6:42component of VR systems is to maintain
  154. 6:44this fictitious world virtual reality
  155. 6:47world which means that it will have to
  156. 6:49maintain a lot of physics and geometry
  157. 6:50and maybe other laws in such a way that
  158. 6:53the world feels immersive enough right
  159. 6:56so you enjoy experiencing it. So what is
  160. 6:59the software challenge then in
  161. 7:01maintaining a proper geometry of objects
  162. 7:04in virtual world. So there are two types
  163. 7:06of objects, moving objects and
  164. 7:08stationary objects. And um so those that
  165. 7:12move with respect to the world itself
  166. 7:15such as this rotating box on the screen
  167. 7:18and more of course there will maybe
  168. 7:19people walking on streets in your
  169. 7:21virtual world, the hands and legs,
  170. 7:24leaves blowing, clouds floating. So all
  171. 7:26all of that and the virtual world
  172. 7:28generator will have to maintain proper
  173. 7:31geometry of those objects and render
  174. 7:34them properly on the screen. So that's
  175. 7:36good. Another type is stationary
  176. 7:39objects. So that's a little
  177. 7:41counterintuitive because stationary
  178. 7:44objects don't really move with respect
  179. 7:46to the virtual world but they are
  180. 7:48constantly moving with respect to your
  181. 7:50senses. Right? So the rocks here or the
  182. 7:53ground they will appear stationary in in
  183. 7:57when you experience this virtual reality
  184. 7:59world but they actually constantly
  185. 8:01moving with respect to your senses and
  186. 8:04therefore they are constantly moving on
  187. 8:06the displays themselves. They have to be
  188. 8:08so this requires a lot of math and we'll
  189. 8:11start on that on Friday. So you'll learn
  190. 8:13how to model these objects and how what
  191. 8:16what is 3D modeling that goes into this
  192. 8:18to render them appropriately. So you
  193. 8:21could write your own renderer maybe if
  194. 8:22you want to bypass Unity which is very
  195. 8:25expensive for our cardboards which is
  196. 8:27very interesting. So here is another way
  197. 8:29to look at it. So imagine that we are
  198. 8:32superimposing a virtual world and the
  199. 8:35local physical world that you're
  200. 8:38actually in. So maybe there is some
  201. 8:40furniture walls maybe robots or animals
  202. 8:43moving around in the virtual world. So
  203. 8:45there is this kind of story right that
  204. 8:47is being maintained by the software and
  205. 8:50uh fulling your brain. Let me apologize
  206. 8:52for my phone that is so loud.
  207. 8:55Okay. And um so while you are in the
  208. 9:00virtual in the real world and there's
  209. 9:02also furniture and maybe pets and other
  210. 9:05people right so somewhere in this
  211. 9:07virtual world then you would appear in
  212. 9:10in your virtual world and you have your
  213. 9:12own region there where you are able to
  214. 9:15move with respect to your real world but
  215. 9:18it can it is embedded in the virtual
  216. 9:21world right and your body can be trapped
  217. 9:23in that part of virtual world. So your
  218. 9:26eyes are maybe looking this way and you
  219. 9:28maybe have some avatars. I'm not or
  220. 9:30maybe not right in cardboards we don't
  221. 9:32have avatars but as you start moving in
  222. 9:36this virtual world think of this region
  223. 9:38here like moving your head and um and
  224. 9:42maybe body think of this region in the
  225. 9:45virtual world in the re in the real
  226. 9:46world this yellow zone which is an
  227. 9:49overlay between the local real world and
  228. 9:52the virtual world. So let's think about
  229. 9:53what happens with respect to this
  230. 9:55overlay of the two worlds. So as you
  231. 9:57start moving in the virtual world in the
  232. 10:00real physical world, you may be sitting
  233. 10:03or maybe you are standing and moving
  234. 10:05like this lady here and there is
  235. 10:08furniture and obstacles in the real
  236. 10:09world. So let's think about how should
  237. 10:12these obstacles be dealt with, right? So
  238. 10:15should furniture in the superimposed
  239. 10:17parts be identical or different? Right?
  240. 10:20What about the physics of the world? So
  241. 10:22how do you deal with mismatches?
  242. 10:25So if you reach out or bend in the in
  243. 10:28the virtual world, what if you not some
  244. 10:31furniture in the real world like in this
  245. 10:33video, right? So what should happen? So
  246. 10:35is it even preventable or not?
  247. 10:39And that's a design choices. So the
  248. 10:41thing is for cardboards, we don't have
  249. 10:43any support for this. So, you will
  250. 10:45probably knock off real furniture if you
  251. 10:47move in real world, although you're
  252. 10:48exploring your virtual world and there's
  253. 10:50nothing you can do about it because
  254. 10:52there's not enough support. In high-end
  255. 10:54HMDs, they actually explicitly define
  256. 10:56this overlay regions now so that you
  257. 10:58make sure you don't knock anything over,
  258. 11:00but you still can if you're not careful.
  259. 11:03So, uh that's what another this is part
  260. 11:07of what uh virtual world generator
  261. 11:09software needs to handle.
  262. 11:11So also interesting things will happen
  263. 11:13with respect to the obstacles in the
  264. 11:16virtual world, right? So what if you're
  265. 11:18moving your head in the real world and
  266. 11:20then all of a sudden there is a wall or
  267. 11:23furniture, right? And you decide you
  268. 11:25move your head towards it or maybe even
  269. 11:28through it. What should happen? So if
  270. 11:30you had haptic feedback, then you would
  271. 11:33feel the wall, right? So you would be
  272. 11:35hit back by it by this virtual wall. But
  273. 11:38what if you don't? So maybe you want to
  274. 11:40go straight through the wall because
  275. 11:42that's the physics of your virtual
  276. 11:44world. So these are again design choices
  277. 11:47and they should be ba based on whatever
  278. 11:49you want to do the task or things such
  279. 11:52as comfort. Um so maybe it's comfortable
  280. 11:55to go through the walls maybe it's not
  281. 11:57right. So again design choices something
  282. 11:59that goes in the software. So also
  283. 12:02virtual world generator maintains self
  284. 12:05motions. So there are two kinds of
  285. 12:07selfotions. If the user moves in real
  286. 12:10world and the motion is matched one for
  287. 12:12one or being tracked one for one in the
  288. 12:15virtual world. So just like in this
  289. 12:17video was right. So then if you turn
  290. 12:20your head in the real world the same
  291. 12:22turn will happen in the virtual world if
  292. 12:24you're being trapped properly right and
  293. 12:26the two motions match perfectly. So if
  294. 12:30your software is such that it provides
  295. 12:33zero latency and no delay
  296. 12:37then this is a very comfortable type of
  297. 12:40motion and is very convincing. So you
  298. 12:43this is great types of self motion and
  299. 12:46um the other motion though is not. So
  300. 12:48now imagine that you're instead sitting
  301. 12:51uh taking a controller and moving your
  302. 12:54avatar with the joysticks right
  303. 12:56joystick. So this moves your virtual
  304. 12:58body through the virtual space
  305. 13:00somewhere. So it would correspond to
  306. 13:02moving this yellow rectangle then by dis
  307. 13:06by some distance using a controller
  308. 13:08while you're actually sitting in the
  309. 13:09chair. So your motion is artificial in
  310. 13:12this case and does not happen in real
  311. 13:14world and you're trying to convince your
  312. 13:16brain that you're actually accelerating
  313. 13:18and reaching some velocity to get to
  314. 13:20some new place while in reality you're
  315. 13:22not. So this is where the discomfort
  316. 13:25comes from. and the VR sickness is a
  317. 13:29problem. So some games use teleportation
  318. 13:32to prevent nausea but that can lead to
  319. 13:36disorientation.
  320. 13:37So a lot of research is going on how to
  321. 13:40make locomotion comfortable in virtual
  322. 13:43reality for everyone. So I have a
  323. 13:46question for you. Can we have locomotion
  324. 13:51in VR cardboards when we don't have
  325. 13:53controllers and we have only three
  326. 13:56degrees of freedom?
  327. 14:06No. Yes. I guess those who say no, they
  328. 14:09didn't try Shadows of Truth detective
  329. 14:12game in homework too, right? Because
  330. 14:14over there they show how to implement
  331. 14:17locomotion using only
  332. 14:20well using what? So that's my next
  333. 14:23question. I don't want to say what it
  334. 14:25what it is but how would you implement
  335. 14:28locomotion in VR cardboards?
  336. 14:34So how do they do that in Shadows of
  337. 14:36Truth?
  338. 14:38I gaze, right? So you stare at some
  339. 14:41point for a certain amount of time like
  340. 14:43one or two seconds and then you have
  341. 14:46this little uh clock. Once you stare it
  342. 14:50for a long enough time, you can teleport
  343. 14:52to another place. Eye gaze. Eye gaze.
  344. 14:54Yeah. Gy accelerometer. No, no.
  345. 14:58Gyro accelerometer. They track your head
  346. 15:00motions. So they need to they they used
  347. 15:03for tracking you and the world reacting
  348. 15:06appropriately. But you cannot really
  349. 15:10they cannot detect your motion. So they
  350. 15:13can attract degrees of freedom. Okay. So
  351. 15:15eye gaze is the way to do it and it's a
  352. 15:18very annoying kind of thing. So we'll
  353. 15:20talk about it in homework 4. So remember
  354. 15:22homework 4 is where we will implement
  355. 15:24locomotion in your cardboard experiences
  356. 15:27in Unity and it will not be eye gaze. So
  357. 15:30it will be it's a secret for now. Well,
  358. 15:34it's not a secret anymore. You can look
  359. 15:35in homework 4 and see how to do it.
  360. 15:39And um so what we ideally so let's uh
  361. 15:43kind of summarize what software does and
  362. 15:46what we ideally would want to have
  363. 15:49to u easily create VR environments and
  364. 15:52that would be great software is to have
  365. 15:54a VR engine. So how do we create VR
  366. 15:58environments? Right? So at this point
  367. 16:01what Mark Zuckerberg promised
  368. 16:04was that we will have at some point VR
  369. 16:06metaverse. Right. So building VR
  370. 16:09experiences will be as easy as creating
  371. 16:12a Facebook page which will be really
  372. 16:13nice. But until then what we are
  373. 16:16leveraging in in your exercises too in
  374. 16:19this class is the existence of game
  375. 16:21engines such as Unity 3D or Unreal
  376. 16:23Engine or there is Gadot. Now there is
  377. 16:26cute. So some engines that make things
  378. 16:29easier for you. So the Unreal uh and
  379. 16:32Unity 3D they got much better for VR in
  380. 16:36recent years because they got optimized
  381. 16:38for a lot of things to get VR friendly.
  382. 16:41So what these engines then provide for
  383. 16:43free is that you don't have to implement
  384. 16:44your own textures, you know, your
  385. 16:46lighting, collision detection is
  386. 16:48implemented for you and much more. So
  387. 16:51you can use it and all of this is given
  388. 16:53for you for free. But then you need a
  389. 16:56powerful CPU to use them, right? So
  390. 16:58because they were originally built for
  391. 17:00gaming and not necessarily for VR and
  392. 17:03definitely not for VR on cardboards. So
  393. 17:06what are other options? We don't really
  394. 17:08have many other options but there's some
  395. 17:10I guess which I should mention. So we
  396. 17:13can what about panoramas right like
  397. 17:16Google street views and others. So there
  398. 17:18are so many panoramas out there. So
  399. 17:20maybe we could create a VR experience.
  400. 17:23So unfortunately the li there are
  401. 17:25limited options
  402. 17:28uh for for them. So Unity will allow you
  403. 17:31to use panoramas and place them as
  404. 17:33spheres in your Unity experience but
  405. 17:34then you're using Unity again, right? Um
  406. 17:37and you would need powerful PCs then for
  407. 17:39viewing panoramas. We that's what we
  408. 17:41want to avoid. So uh what if you just
  409. 17:44wrote your own 3D image viewer in VR? So
  410. 17:48that would be amazing because then you
  411. 17:50could just watch them on watch these
  412. 17:52panoramas or experience these panoramas
  413. 17:54in on the phone. But then you have to
  414. 17:57implement a lot of things like UIs and
  415. 17:59locomotion by yourself if you don't use
  416. 18:01Unity anymore. But I think this should
  417. 18:04be relatively simple. I I I I hope to
  418. 18:07see one of the VR projects using
  419. 18:10panoramas somehow in a very smart way.
  420. 18:13So what if now you stick a panoramic
  421. 18:17camera on a robot? So you want to create
  422. 18:19a very experience that way, right? You
  423. 18:23experience the world through the ro
  424. 18:24through the eyes of something that's
  425. 18:26moving like a robot or a drone. So
  426. 18:28that's a cool idea. There's a lot of
  427. 18:30research going on that there's startups
  428. 18:32doing that. But that's not trivial at
  429. 18:34all because then you need to do a lot of
  430. 18:37things from scratch um like video
  431. 18:40processing, right? So you would need to
  432. 18:42use some kind of video processing
  433. 18:44software to maintain this panoramic
  434. 18:46representation while you're also you
  435. 18:49issuing controls of where to go and how
  436. 18:51to move around. So this is a very
  437. 18:53interesting research topic. But there's
  438. 18:55also a problem with uh discomfort due to
  439. 18:58vection that is generated by this moving
  440. 19:00panoramas. So u our research is actually
  441. 19:02working on this. So it's not trivial at
  442. 19:04all and that's why we are stuck with
  443. 19:07Unity 3D in this course.
  444. 19:11Okay, so we are done with the software
  445. 19:13overview and now let's talk about the
  446. 19:15last part of VR system which is the
  447. 19:17organism or a human in our case. So when
  448. 19:20we talk about the role of a human in VR
  449. 19:23systems, we need to talk about
  450. 19:25physiology, neuroscience and perceptual
  451. 19:28psychology. So what is perceptual
  452. 19:30psychology? It's a discipline that
  453. 19:32studies how the senses work and how they
  454. 19:35get interpreted by the brain. So that's
  455. 19:38why it's so extremely relevant and
  456. 19:40important for VR systems and we need to
  457. 19:42study it because human is a part of the
  458. 19:45VR system just like you saw in
  459. 19:47calibration homework right so it's human
  460. 19:50perception that ultimately determines
  461. 19:53whether or not what you see in VR is
  462. 19:55good that's why we really need to study
  463. 19:58this
  464. 20:00so here what Murphus describes in the
  465. 20:03movie the matrix is a perfect V system.
  466. 20:07So, can we build such a VR system with
  467. 20:10say Oculus Quest 2? Probably not, right?
  468. 20:13I mean, definitely not. Definitely not
  469. 20:15with VR cardboards either. But
  470. 20:18nevertheless, let's see what Murphus has
  471. 20:20to say because he describes how it
  472. 20:22should be done to be perfect. So,
  473. 20:25it is all around us, even now in this
  474. 20:29very room. You can see it when you look
  475. 20:31out your window or when you turn on your
  476. 20:34television.
  477. 20:35You can feel it when you go to work,
  478. 20:39when you go to church,
  479. 20:41when you pay your taxes.
  480. 20:45It is the world that has been pulled
  481. 20:47over your eyes to blind you from the
  482. 20:49truth.
  483. 20:52What truth?
  484. 20:54[Music]
  485. 20:57That you are a slave, Neo. Like everyone
  486. 21:01else, you were born into bondage. Born
  487. 21:03into a prison that you cannot smell or
  488. 21:06taste or touch. A prison for your mind.
  489. 21:12Okay.
  490. 21:16[Music]

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