byo3d 2011: content

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Course Outline Introduction: History and Physiology Construction Glasses-free 3D Displays Multi-view Rendering using OpenGL Multi-view Interlacing using GLSL Designing Content for Glasses-free 3D Displays Emerging Technology Q & A and Demonstrations

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Page 1: BYO3D 2011: Content

Course Outline

Introduction: History and Physiology Construction Glasses-free 3D Displays Multi-view Rendering using OpenGL Multi-view Interlacing using GLSL Designing Content for Glasses-free 3D Displays Emerging Technology Q & A and Demonstrations

Page 2: BYO3D 2011: Content

Source DataStereo Cameras

• Stereo cameras (commercial and improvised) are common

Page 3: BYO3D 2011: Content

• Many researchers/hobbyists have built their own solutions to capture light fields

• The PointGrey ProFusion is one of the few commercially available

PointGrey ProFusion

MIT

Make Magazine

Stanford

Source DataLight Field Cameras

Page 4: BYO3D 2011: Content

view

er m

ove

s u

p

viewer moves right

Source DataRendering in Matlab and POVRay

See Section 2

Page 5: BYO3D 2011: Content

Source DataRendering in OpenGL

Technical details in Section 3 & 4

Page 6: BYO3D 2011: Content

Focal Plane

Rendering TipsAccommodation & Object Placement

Example in Anaglyph Viewer

Screen

Virtual Object

Placing objects farm from the plane of focus is uncomfortable

Displays with limited DOF: objects further from screen plane are blurred

Page 7: BYO3D 2011: Content

Rendering TipsComfortable Vergence

Focal Plane

Screen

Kirshnan, V. V., Stark, L. A heuristic model for the human vergence eye movement system, IEEE Trans. BioMed, 1977.

Limit distance of virtual object to viewerLimit rate of change in scene distance

<1 m/s for distant objects

Page 8: BYO3D 2011: Content

Rendering TipsCamera Model Choice

Off-axis parallel projection Rotate and translate – Toe-in

• Puts ‘infinity’ at axis of rotation•Requires user to focus beyond infinity•Some find diverged eyes uncomfortable

Wrong for flat

screen display

Disadvantages of toe-in • Distortion between views•Camera distance to most objects change•Off axis objects will have different perspective

projection

Page 9: BYO3D 2011: Content

Rendering TipsClipping and Degenerate Cases

Avoid cases that cause a view to differ greatly from its neighbor Left Right

Pillar pointing at viewer

Left Right

Clipped by edge of screen

Also watch out for• Far objects clipped by near object• Edges of hallways, tunnels, tubes,

etc

Also watch out for• Don’t exit in front of screen plane• More comfortable behind screen• Avatar does a good job with this

Page 10: BYO3D 2011: Content

Warzone: GL Game Conversion

Page 11: BYO3D 2011: Content

Course Outline

Introduction: History and Physiology Construction Glasses-free 3D Displays Multi-view Rendering using OpenGL Multi-view Interlacing using GLSL Designing Content for Glasses-free 3D Displays Emerging Technology Q & A and Demonstrations