Visual thinking colin_ware_lectures_2013_15_visual resolution and the perfect display

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Perceptual versus Cultural A B C D

Transcript of Visual thinking colin_ware_lectures_2013_15_visual resolution and the perfect display

Page 1: Visual thinking colin_ware_lectures_2013_15_visual resolution and the perfect display

Perceptual versus Cultural

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AB

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D

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Architecture for visual thinking

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Intro to Human Visual System and Displays

Fundamental Optics Fovea The ultimate Display

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Human Visual Field

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Visual Angle

dr

h

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1 diopter: a lens that focuses at 1 meter.

45d

~15d

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Acuities

Vernier super acuity (10 sec)

Grating acuityTwo Point acuity (0.5 min)

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Human Spatial Acuity

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Cutoff at 50 cycles/deg.

Receptors: 20 sec of arc Pooled over larger and larger areas 100 million receptors 1 million fibers to brain A screen may have 30 pixels/cm – need

about 4 times as much. VR displays have 5 pixels/cm

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Anti aliasing

Input pattern

Output pattern

Pixel matrix

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Temporal Aliasing

Human Flicker fusion 50 Hz Temporal aliasing occurs with moving

targets Must compute motion blur to fix the

problem

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Acuity Distribution

aaa

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Distance from Fovea (deg.)

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Brain Pixels

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Brain pixels=retinal ganglion cell receptive fields

Tartufieri

Field size = 0.006(e+1.0) - AndersonCharacters = 0.046e - Anstis

Ganglion cells

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Brain pixel distribution

Ideally get information into every brain pixel

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aaa

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Distance from Fovea (deg.)

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Pixels and Brain Pixels

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0.2 BP

1 bp

Small Screen

0.8 BP

Big Screen

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1280x1024 simulated

Monitor

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Display Width (cm)

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ixel

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BP Stimulated

CAVE

A conventional monitor covers <45% of our brain pixels

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Percent of Brain Pixels Uniquely Stimulated in region covered by the display

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Parafovea

Monitor Cave

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How efficiently can we use each display?

It will take approximately 2.5x as long to fixate targets at the edge of the big screen

Head movements accompany eye movements > 25 deg.

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Scale matters

Parafovea

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Ultimate Display

a

High resolutionbinocular insert (25x19)

Left eyebackground(82.5x66.7)

Right eyebackground(82.5x66.7)

Binocular overlap

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University of Illinois

100mpixel display

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Data walls (near immersion) Stereo, no head tracking, wide screen

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CAVE Head tracking – stereo-one user Light scattering problems Interaction problems

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Depth of Field

1/3 diopter detectable focus: standard pupil

50 cm 43cm 60cm 1 m 75cm 1.5m 2m 1.2m 6.0m 3m 1.5m infinity

1 1 1 = +

f1 f2 f3

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Ultimate Display

Use an eye tracker tomeasure direction of gaze

Ascertain distance toobject

Change focal length oflens so that fixated virtualobject is at correct focal distance

Screen

Compute graphics imagery so thatobjects at different focal distancesappear out of focusAttempt to determine

fixated object

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Ultimate Display

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Augmented Reality

Virtual imagery

Real-world imagery

Computer Display

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Issues

Depth of focus Occlusion Registration

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Augmented reality (Feiner)

Add text+images to real world See through glasses Very sensitive to head tracking

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Augmented Reality Binoculars

Uses a video camera

Or Beam splitter.

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Why don’t we use HUDs more?

Text Television

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Why don’t we use HUDs more?

Text Television

Monocular binocular Screen width Blocking the real world Eyeglasses

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Immersadesk Stereo, Head tracking*

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Ultra Hi-Resolution Wheatstone Stereoscope