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Mapping Physical andVirtual Worlds
for better immersion
Nitesh Bhatia | CPDM, IISc
2 March 2012
Wednesday, 4 June 14
FUSION
Real-Virtual World
Reality -Virtual Reality
What we perceive through Eyes What we perceive through HMD
Physical World Virtual World
Wednesday, 4 June 14
Field of View (FoV) - Eye vs HMD
Accessibility for the Disabled - A Design Manual for a Barrier Free Environment
Eye
HMD
Text
62º
62º
20º
20º
120º
40º
Eye
HMD
15º
15º
Wednesday, 4 June 14
THX HDTV Setup Guidelines
40º FOV
Differentiable areas of Eye FOV
Things that can be done...
✓Identify Text written at far distance
✓Identify Shapes at medium distance
✓Identify Color at near distance
Field of View (FoV) - Eye vs HMD
Wednesday, 4 June 14
Challenges [1]
Due to limited FoV of HMD it is expected
that we’ll be facing challenges for following
tasks
• Identification of Text and Shapes at near
distance
• Identification of Color and Contrast at
far distance.
Wednesday, 4 June 14
Variable FoV of Eye
Wide FoV
Narrow FoV
eye-lookat
eye-lookat
Wednesday, 4 June 14
OpenGL Camera
•OpenGL Camera requires FoV and zNear-zFar data explicitly
Wednesday, 4 June 14
Challenges [2]
• Human Eye FoV (viewport) varies
according to the point where eye is
looking-at.
• In Graphics camera viewport is fixed since
the point where eye is looking-at it not
known.
• Challenges are expected in mapping Real
World toVirtual World because of dynamic
FoV-viewport.
Wednesday, 4 June 14
Setup
• Design a Tabletop environment to perform simple
interaction tasks to map physical world with
virtual world.
• Complete Geometric approach for Colocation of
Real andVirtual World - No Augmented Reality !
• Using nVis SX60 HMD, Polhemous Trackers and
a 100cm by 80cm table - andVector Algebra!
Wednesday, 4 June 14
The problem of Colocation
Physical World
• Tracker World
• Gives the position and
orientation of Table and
Head.
• Receiver of the tracker has
it own frame of reference
• Trackers have their own
frames of reference
Virtual World
• OpenGL World
• Graphics has its own frame
of reference
• Position and Orientation of
Camera w.r.t head to be
identified
Wednesday, 4 June 14
Table Frame to GL Frame
• Coordinates we
are getting from
Table-receiver are
converted to
OpenGL World
coordinates
Receiver Frame
GL Frame
x
y
z
x
y
z
(0,0,0)
(0,0,0)
Tab2GL
Wednesday, 4 June 14
(0,0,0)
(74,94,-20)
Receiver Frame
x
y
z
(0,0,0)
Table Frame to GL Frame Tab2GL
Wednesday, 4 June 14
(-94,20,74)
GL Frame
xz
y
(0,0,0)
Table Frame to GL Frame Tab2GL
Wednesday, 4 June 14
HeadTracker to Table
Table Frame
x
y
z
(0,0,0)
Head Tracker Frame
Head2Tab
•To nullify the effect of mis-orientation of head tracker
•Align Tracker Frame with Table Frame
Wednesday, 4 June 14
HeadTracker to L/R Camera (Eye)
Head Tracker Frame
Wednesday, 4 June 14
HeadTracker to L/R Camera (Eye)
Table Frame
Wednesday, 4 June 14
HeadTracker to L/R Camera (Eye)
Table Frame
Left Camera Frame
Head2LCam
Head2RCam
Wednesday, 4 June 14
Head TrackingYaw
Pitch
Roll
• Based on Position and Orientation of Head, the view of
the scene can be changed.
• Look around - Look closer
Wednesday, 4 June 14
Left Eye Right Eye
Real World
Virtual World
(Actual 3D view may differ based on head orientation)
Colocation
Wednesday, 4 June 14
Issues
• Limited HMD FoV : 40º
• Increasing the FoV more than 40º makes the scene
skew and impedes in proper depth perception.
• The present working area is restricted to 40º FoV for
realistic view and depth perception.
• VariableViewport
• Viewport / FoV of eye changes dynamically according to
the point where eye is looking-at which is not possible in
the case of virtual world as we don't know where real
eye is looking at in the the scene.
• The issue Binocular Eye trackers solve the above
problem which are under process of acquisition.
Wednesday, 4 June 14
Issues
• Non Smooth EM Tracker Data
• Position / Orientation data obtained via Electromagnetic
Trackers is full of noise
• Scene Rendering is highly dependent on Tracker Data -
that too - Multiple trackers
• Render Scene appears jittery
• Solution: Use of Kalman Filters for Smoothing the data
Wednesday, 4 June 14
Thank you
Wednesday, 4 June 14

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Mapping - Reality and Virtual Reality (Strictly No AR!!)

  • 1. Mapping Physical andVirtual Worlds for better immersion Nitesh Bhatia | CPDM, IISc 2 March 2012 Wednesday, 4 June 14
  • 2. FUSION Real-Virtual World Reality -Virtual Reality What we perceive through Eyes What we perceive through HMD Physical World Virtual World Wednesday, 4 June 14
  • 3. Field of View (FoV) - Eye vs HMD Accessibility for the Disabled - A Design Manual for a Barrier Free Environment Eye HMD Text 62º 62º 20º 20º 120º 40º Eye HMD 15º 15º Wednesday, 4 June 14
  • 4. THX HDTV Setup Guidelines 40º FOV Differentiable areas of Eye FOV Things that can be done... ✓Identify Text written at far distance ✓Identify Shapes at medium distance ✓Identify Color at near distance Field of View (FoV) - Eye vs HMD Wednesday, 4 June 14
  • 5. Challenges [1] Due to limited FoV of HMD it is expected that we’ll be facing challenges for following tasks • Identification of Text and Shapes at near distance • Identification of Color and Contrast at far distance. Wednesday, 4 June 14
  • 6. Variable FoV of Eye Wide FoV Narrow FoV eye-lookat eye-lookat Wednesday, 4 June 14
  • 7. OpenGL Camera •OpenGL Camera requires FoV and zNear-zFar data explicitly Wednesday, 4 June 14
  • 8. Challenges [2] • Human Eye FoV (viewport) varies according to the point where eye is looking-at. • In Graphics camera viewport is fixed since the point where eye is looking-at it not known. • Challenges are expected in mapping Real World toVirtual World because of dynamic FoV-viewport. Wednesday, 4 June 14
  • 9. Setup • Design a Tabletop environment to perform simple interaction tasks to map physical world with virtual world. • Complete Geometric approach for Colocation of Real andVirtual World - No Augmented Reality ! • Using nVis SX60 HMD, Polhemous Trackers and a 100cm by 80cm table - andVector Algebra! Wednesday, 4 June 14
  • 10. The problem of Colocation Physical World • Tracker World • Gives the position and orientation of Table and Head. • Receiver of the tracker has it own frame of reference • Trackers have their own frames of reference Virtual World • OpenGL World • Graphics has its own frame of reference • Position and Orientation of Camera w.r.t head to be identified Wednesday, 4 June 14
  • 11. Table Frame to GL Frame • Coordinates we are getting from Table-receiver are converted to OpenGL World coordinates Receiver Frame GL Frame x y z x y z (0,0,0) (0,0,0) Tab2GL Wednesday, 4 June 14
  • 12. (0,0,0) (74,94,-20) Receiver Frame x y z (0,0,0) Table Frame to GL Frame Tab2GL Wednesday, 4 June 14
  • 13. (-94,20,74) GL Frame xz y (0,0,0) Table Frame to GL Frame Tab2GL Wednesday, 4 June 14
  • 14. HeadTracker to Table Table Frame x y z (0,0,0) Head Tracker Frame Head2Tab •To nullify the effect of mis-orientation of head tracker •Align Tracker Frame with Table Frame Wednesday, 4 June 14
  • 15. HeadTracker to L/R Camera (Eye) Head Tracker Frame Wednesday, 4 June 14
  • 16. HeadTracker to L/R Camera (Eye) Table Frame Wednesday, 4 June 14
  • 17. HeadTracker to L/R Camera (Eye) Table Frame Left Camera Frame Head2LCam Head2RCam Wednesday, 4 June 14
  • 18. Head TrackingYaw Pitch Roll • Based on Position and Orientation of Head, the view of the scene can be changed. • Look around - Look closer Wednesday, 4 June 14
  • 19. Left Eye Right Eye Real World Virtual World (Actual 3D view may differ based on head orientation) Colocation Wednesday, 4 June 14
  • 20. Issues • Limited HMD FoV : 40º • Increasing the FoV more than 40º makes the scene skew and impedes in proper depth perception. • The present working area is restricted to 40º FoV for realistic view and depth perception. • VariableViewport • Viewport / FoV of eye changes dynamically according to the point where eye is looking-at which is not possible in the case of virtual world as we don't know where real eye is looking at in the the scene. • The issue Binocular Eye trackers solve the above problem which are under process of acquisition. Wednesday, 4 June 14
  • 21. Issues • Non Smooth EM Tracker Data • Position / Orientation data obtained via Electromagnetic Trackers is full of noise • Scene Rendering is highly dependent on Tracker Data - that too - Multiple trackers • Render Scene appears jittery • Solution: Use of Kalman Filters for Smoothing the data Wednesday, 4 June 14