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Computational Methods for Immersive Perception Qi Sun Stony Brook University Warehouse/Arts District, New Orleans, USA Traditional Visual Media Immersive Visual Media Perception for Better Immersive Experience Where we are? What we see?


  1. Computational Methods for Immersive Perception Qi Sun Stony Brook University

  2. Warehouse/Arts District, New Orleans, USA

  3. Traditional Visual Media

  4. Immersive Visual Media

  5. Perception for Better Immersive Experience Where we are? What we see? Miquel Perello Nieto

  6. Where we are?

  7. Nobel Brain Study

  8. Locomotion System in the Brain

  9. Locomotion System in the Brain

  10. VR Locomotion: Gadgets  Un‐natural  Portable

  11. VR Locomotion: Walk‐in‐Place  Natural?  Bulky

  12. Free Locomotion  Natural  Limited space  Portable

  13. Constraint: Spatial Mismatching Virtual World Real Space https://vid.me/gTuI

  14. Redirected Walking

  15. Inception

  16. Challenges

  17. • Match large virtual and small real spaces • Users move with comfort and safety • Accurate locomotion and visual fidelity Mapping Virtual and Physical Reality Qi Sun , Li‐Yi Wei, Arie Kaufman, SIGGRAPH 2016

  18. Automatic Content Re‐Creation

  19. virtual floor plan HMD view physical floor plan Mapping Virtual and Physical Reality Qi Sun , Li‐Yi Wei, Arie Kaufman, SIGGRAPH 2016

  20. Angle Preserving min (| ‐ |) β α

  21. Local Distance Preserving

  22. Geometric Preserving Visualization

  23. Boundary Mapping Virtual and Physical Reality Qi Sun , Li‐Yi Wei, Arie Kaufman, SIGGRAPH 2016

  24. Interior Obstacles Mapping Virtual and Physical Reality Qi Sun , Li‐Yi Wei, Arie Kaufman, SIGGRAPH 2016

  25. Blended Rendering Motion High λ 1 λ 2 + = sickness! distortion! Warped Original

  26. Different Weights

  27. Different Weights

  28. Different Weights

  29. Different Weights

  30. Where we are • Manipulate visual stimuli for spatial matching • Extend image‐based modulations to immersive worlds  Content‐aware media re‐creation

  31. What we see?

  32. Depth Cue from Accommodation Accommodation Photo credit: Fu‐Chung Huang

  33. Traditional Displays

  34. Critical to Immersive Media • Vergence–Accommodation Conflict ‐> Sickness

  35. Critical to Immersive Media • Vergence–Accommodation Conflict ‐> Sickness • Depth Understanding, esp. AR/MR

  36. Wide Field Of View Varifocal Near‐eye Display Using See‐through Deformable Membrane Mirrors, Dunn et al. 2017

  37. Critical to Immersive Media • Vergence–Accommodation Conflict ‐> Sickness • Depth Understanding, esp. AR/MR • Interaction Accuracy

  38. Traditional Displays

  39. Light Field Displays

  40. Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

  41. Light Field Displays Light Field Displays Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

  42. Light Field Displays Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

  43. Light Field Displays Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

  44. Light Field Displays Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

  45. The light field stereoscope, Huang et al. SIGGRAPH 2015

  46. high latency → AR/VR sickness

  47. Foveated Human Vision Cone Fovea Cells

  48. Perceptually‐Based Foveated Virtual Reality, Patney et al. 2016

  49. Foveated Light Fields Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

  50. ? ? Focusing Plane Display DoF LF Display � � A B spatial � � � bandwidth � Receptor Field ���� � (a) eccentricity

  51. Psychophysical Studies – Blur Stimuli Depth Depth Diff Blur Diff Discrimination Detection Detection are they different? which is closer? are they different?

  52. Perceptual Studies for Foveated Light Field Displays Joohwan Kim et al., arXiv 2017

  53. Psychophysical Studies – Light Field Stimuli Depth Depth Diff Blur Diff Discrimination Detection Detection are they different? which is closer? are they different?

  54. Perceptual Studies for Foveated Light Field Displays Joohwan Kim, et al. arXiv 2017

  55. Angular Spatial

  56. Perceptually‐Guided Foveation for Light Field Displays Qi Sun et al., SIGGRAPH Asia 2017

  57. foveated light field full light field

  58. Ours Full resolution [Huang et al. 2015] FPS 60 50 49.2 48 46.5 44.4 40 33.5 32 30 29.9 29.8 20 15.7 15.4 15.1 15 10 0 Scene 1 Scene 2 Scene 3 Scene 4

  59. What we see • Track, understand, analyzing the anatomical eyes  Faster, more comfortable, natural  Content representation/authorization/viewing

  60. What’s Next?

  61. Eye‐Tracked Immersive Perception • Foveal VS peripheral vision • Perception of dynamics • (Large) Immersive media interface Why Important? • Cinematography • Other actions • Vergence • Blink http://bair.berkeley.edu/blog/2017/11/09/learn‐to‐attend‐fovea/ Panning and Zooming High‐Resolution Panoramas in Virtual Reality, Chang and Cohen, UIST 2017

  62. Perception‐assisted Immersive Creation • Immersive media editing • Painting/Sculpting • Light Field Capturing • Collaborative authorization Vremiere: In‐headset Virtual Reality Video Editing, Nguyen et al., CHI 2017 CollaVR: Collaborative In‐Headset Review for VR Video, Nguyen et al., UIST 2017

  63. Thank You! & Discussion More Materials: http://qisun.me/ Major References: • Mapping Virtual and Physical Reality. Qi Sun , Li‐Yi Wei, and Arie Kaufman, SIGGRAPH 2016 • Perceptually‐Guided Foveation for Light Field Displays. Qi Sun , Fu‐Chung Huang, Joohwan Kim, Li‐Yi Wei, David Luebke, and Arie Kaufman, SIGGRAPH Asia 2017

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