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Rendering in VR Computer Graphic Seminar Natia Doliashvili Introduction What is Virtual Reality Why have Virtual Reality Concepts: Immersion, Perception, Perceptual Modalities Adverse heath effects Latency High-Level


  1. Rendering in VR Computer Graphic Seminar Natia Doliashvili

  2. Introduction  What is Virtual Reality  Why have Virtual Reality  Concepts: Immersion, Perception, Perceptual Modalities  Adverse heath effects  Latency  High-Level Concepts of Content Creation  Interaction  Iterative design  Future of VR  Key Components in VR 2

  3. What is Virtual Reality https://www.youtube.com/watch?v=eHy90mzN3XI 3

  4. History The Sensorama was able to display stereoscopic 3- D images in a wide-angle view, provide body tilting, supply stereo sound, and also had tracks for wind and aromas to be triggered during the film. 4

  5. The current age of virtual reality The current age of virtual reality began in 2010, when American teenager Palmer Luckey created the first prototype of a VR headset that would evolve into the Oculus Rift. 5

  6. The current age of virtual reality Oculus Rift HTC Vive 6 Sony PlayStation VR

  7. Why have virtual reality? Arc rchitecture Sp Sport Med edicine The The Art rts Ent Entertainment 7

  8. Sports and Music 8

  9. Immersion, Presence and Reality trade-offs Imm Immersion: Pr Presence: Trad Tr ade-offs: Is the objective degree In short, is a sense of Things close to reality to which a VR system “being there” inside a not necessarily being and application projects space, even when better. Trade-offs of stimuli onto the sensory physically located in a trying to replicate receptors of users in a different location. reality vs. creating more way that is extensive, abstract experiences. matching, surrounding, vivid, interactive and plot informing 9

  10. Virtual reality immersion × Mental tal Immersi ersion - A deep mental state of engagement, with suspension of disbelief that one is in a virtual environment. × Physical sical Immersion ersion - Exhibited physical engagement in a virtual environment, with suspension of disbelief that one is in a virtual environment. 10

  11. Types of Virtual Reality Non-Immers rsive Se Semi-Immers rsive Fully-Immers rsive only a subset of the Semi-immersive In a fully-immersive user's senses are simulations closely simulation, hardware stimulated, allowing for resemble and utilize such as head-mounted peripheral awareness of many of the same displays and motion the reality outside the technologies found in detecting devices are virtual reality simulation flight simulation used to stimulate all of a user's senses 11

  12. Types of Virtual Reality 12

  13. Perception We see things not as they are, but as we are – that is, we see the world not as it is, but as molded by the individual peculiarities of our minds – G.T.W. Patrick (1890) 13

  14. We interact with the world through sight, hearing, touch, proprioception, balance/motion, smell and taste 14

  15. Perceptual Modalities - sight The he fi field of of vie view is the angular measure of what can be seen at a single point in time 15

  16. Perceptual Modalities - touch 16

  17. Adverse heath effects Mot Motio ion Sick ckeness refers to adverse symptoms and readily available observable signs that are associated with exposure to real and/or apparent motion. The most commen negative health effect resulting from VR usage Symptops: discomfort, nausea, dizziness, headaches etc. 17

  18. Hardware challenges Physical fatigue, headset fit, injury and hygiene 18

  19. Latency Latency is the time a system takes to respond to a user’s action, the true time from the start of movement to the time a pixel resulting from that movement responds 19

  20. High-Level Concepts of Content Creation The story, the core experience, conceptual integrity and gestalt principles 20

  21. The core experience: is the essential moment-to-moment activity of users making meaningful choices resulting in meaningful feedback. 21

  22. Aff ffecting Beha havior By By hav havin ing easy easy acces ccess s to to a vi virtual l comp compass ss use users ca can n easily easily red edir irect ct th themselves s aft fter perf erforming a vi virtual l tu turn and nd ret eturn to to th the int ntended di direction of of tr travel. 22

  23. Affecting Behavior 23 A character can be either a computer-controlled character(an agent) or an avatar.

  24. Transitioning to VR Content Creation × Fo Focus on on the he user user exp experie ience × Min inimize e sic sickness-inducing effe effects × Mak ake ae aest sthetics sec secondary × Stu Study hum human per erception × Give ive up up on on ha having all all the he act action in in one one par art of of the he sc scene × Exp Exper eriment exc excessively 24

  25. Interaction 25

  26. Sensory Feedback These senses include vision (visual), hearing (aural), touch (haptic), and more 26

  27. Input device are physical tools/hardware used to convey information to the application and to interact with virtual environment. The The Si Sixense ST STEM Oculus Tou Touch 27

  28. Iterative Design 28

  29. The ones who are crazy enough to think that they can change the world are the ones who do – Steve Jobs The Future ure Start rts Now The best way to predict the future is to create it – Alan Kay 29

  30. 30 https://www.youtube.com/watch?v=TckqNdrdbgk

  31. 31 https://www.youtube.com/watch?v=wHOKFr5asl4

  32. Ho How Doe oes Vir Virtual Reality Wor ork? 32

  33. Key Components in VR PC C (Personal al Hea ead-Mounted Input De Inp Devices es Co Computer)/ )/Console/ e/ Display Disp They provide users Sm Smartphone A head-mounted with a more natural Virtual reality display (also called way to navigate and content, which is the HMD, Headset, or interact within a what users view Goggles) is a type of virtual reality inside of a virtual device that contains environment. reality headset a display mounted in front of a user’s eyes. 33

  34. How Virtual Reality Headsets Work × Senso sors rs - Magnetometer, Accelerometers, Gyroscopes × Lense ses - Lenses lie between your eyes and pixels on the display screen(s) × Displ play Screens reens - Display screens show the images that user view through the lenses × Proces cessing sing - Input Processor, Simulation Processor, Rendering Processor 34

  35. Head tracking A system called 6DoF (six degrees of freedom) plots your head in terms of your X, Y and Z axis to measure head movements forward and backwards, side to side and shoulder to shoulder 35

  36. Lenses, field of view and frame rate for the resulting picture to be at all convincing 36

  37. Processing 37

  38. 38 https://www.youtube.com/watch?v=hZ8Xj_I3aNU&t=1s

  39. Thanks! Any questions? 39

  40. References × Main source: Jerald, Jason. The VR book: Human-centered design for virtual reality . Morgan & Claypool, 2015. × http://www.realitytechnologies.com/virtual-reality × The Tonight Show Starring Jimmy Fallon: https://www.youtube.com/watch?v=MTH8iuOYviw × https://www.theguardian.com/technology/2016/nov/10/virtual-reality-guide- headsets-apps-games-vr × https://www.wareable.com/vr/how-does-vr-work-explained × https://www.theguardian.com/technology/2016/oct/07/virtual-reality-future- oculus-rift-vr 40

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