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Virtual Reality and Oculus Rift
Visual Imaging in the Electronic Age
Donald P. GreenbergNovember 17, 2015
Lecture #24
Virtual Reality
• A term used to describe a computer generated
environment which can simulate the perception of
PRESENCE.
Virtual Reality
• A person immersed within this virtual world can
manipulate objects, interact with the environment,
and explore the virtual world in the same
perceptual way as one interacts with the physical
world.
Augmented Reality
Augmented reality is the interpretation of digital graphical information with
live video or the user’s physical environment in real time.
UNC
Human in the Loop
• Abstract Interpretation
• Viewing a Picture on Television
• Cinema Viewing
• Presence
Virtual Reality
• Field of view and resolution
• Color and dynamic range
• Speed (Refresh and update rates)
• Bandwidth
Upper figure adapted from Cornsweet. Visual Perception © Academic Press, 1971.
Two rightmost figures from Graham, Vision and Visual Perception © Wiley, 1966.
vernier
5-7”
min. detectable
0.5”min. resolvable
30”
Snellen letters
30”
detection resolution localization
Measures of Acuity
Resolution of the Human Eye
• Humans can tell visual details at distances larger than 0.3 arc minutes
• The Field of View (FOV) of the human eye can be generously estimated as
120 by 90 degrees
Resolution of the Human Eye
• (120 degrees x 60 arcminutes / degree x 1 pixel / 0.3 arcminutes) x (90
degrees x 60 arcminutes / degree x 1 pixel / 0.3 arcminutes)
• 431,568,000 pixels; 432 MegaPixels. A 1080p display is 2.1 megapixels.
The Significance of Movement-Sensitive Cells
- David H. Hubbel. EYE, BRAIN, AND VISION, 1988 Scientific American Books, Inc. p. 80.
- David H. Hubbel. EYE, BRAIN, AND VISION, 1988 Scientific American Books, Inc. p. 80.
The Significance of Movement-Sensitive
Cells
Virtual Reality
• Field of view and resolution
• Color and dynamic range
• Speed (Refresh and update rates)
• Bandwidth
Refresh vs. Update Rate
• The “refresh rate” is the number of times per second the entire
image is drawn
• The “update rate” is the number of times per second the image is
changed
Refresh Rates
• Note that an insufficient refresh rate will cause “flicker.”
• For most cases the displays must be refreshed at least 50 cycles/second.
• Current virtual reality displays (2015) operate at 90 Hz.
Update Rates
• The human eye can process approximately 10-12 separate images per
second. To simulate motion, update rates must be greater than this.
• The movie industry has historically used 24 fps and the television
industry 30 fps.
• Recently, James Cameron (Avatar) and Peter Jackson (The Hobbit) have
been filming at 48 fps.
• Since in VR/AR continuous motion is paramount, then rendering must be
in (1000/24), about 40 milliseconds or less.
Cones interconnect in the retina, eventually leading to
opponent-type signals.Roy S. Berns. “Billmeyer and Saltzman’s Principles of Color Technology, 3rd Ed. 2000, John Wiley & Sons, Inc. p. 16.
Color-Receptive Fields
Channel Combination Resolution
black - white M + L very high
Green - red M – L High
yellow - blue M + L – S low
Color Addition (Red/Green Axis)(I)
YIQ http://en.wikipedia.org/wiki/YIQ
Color Addition (Yellow/Blue Axis)(Q)
YIQ http://en.wikipedia.org/wiki/YIQ
Virtual Reality
• Tracking and sensor response
• Algorithmic computational time
• Data capture
• Heat and power (de-tethering)
• Economy