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Virtual Reality Technology and Convergence NBAY 6120 March 21, 2017 Donald P. Greenberg Lecture 7

Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

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Page 1: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Virtual Reality

Technology and Convergence

NBAY 6120

March 21, 2017

Donald P. Greenberg

Lecture 7

Page 2: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Virtual Reality

• A term used to describe a digitally-generated

environment which can simulate the perception of

PRESENCE.

Page 3: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Virtual Reality

• A term used to describe a digitally-generated

environment which can simulate the perception of

PRESENCE.

• Note that within the context of this course, I refer to

VR as containing 3D data as contrasted to just

creating a digital copy of information obtained

from a film or digital camera.

Page 4: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Requirements for “PRESENCE”

• Understanding the Human Visual System

• Improving the Device Characteristics and System Performance

• Social Acceptance

Page 5: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

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.

Page 6: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Human in the Loop

• Abstract Interpretation

• Viewing a Picture on Television

• Cinema Viewing

• Presence

Page 7: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 8: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 9: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 10: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Current and Recent Business Investments

Page 11: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Facebook Buys Oculus Rift

Page 12: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Microsoft’s Minecraft

Page 13: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Microsoft’s Hololens 3/30/16

Page 14: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Magic Leap 2015

Page 15: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Virtual Reality

• What is necessary to make virtual reality a reality?

Page 16: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Ivan Sutherland’s HMD 1968

Page 17: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Head-mounted Displays 1990s

Henry Fuchs,

University of

North Carolina

Page 18: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Oculus Rift DK2 2014

Page 19: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Oculus Rift 2016

Page 20: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

HTC and Valve’s SteamVR Vive 2016

Page 21: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 22: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

• Will Virtual Reality work this time?

Page 23: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Virtual Reality

• Virtual Reality is not new

• The amount of financing which has been made available

• Costs have been sufficiently lowered to bring to the masses

Page 24: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Google’s Cardboard

Page 25: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Samsung’s Cell Phones

Page 26: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

• How Do Virtual Reality Goggles Work Today?

Page 27: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Distorted Images

Page 28: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Jean-Francois Niceron. Thaumaturgus opticus…(Rome,

1646), illus. 25.

The projection of a screen or grid in anamorphic

perspective makes the transfer of a representation

possible.

Fred Leeman. “Hidden Images,” 1975, Verlag M. DuMont Schauberg,

Page 29: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Erhard Schon. Picture puzzle: Out, You Old Fool c. 1535. Fred Leeman.

Hidden Images, 1975, Harry N. Abrams.

Fred Leeman. “Hidden Images,” 1975, Verlag M. DuMont Schauberg,

Page 30: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Opera Lighting Siggraph 1991

Dorsey, Sillion and Greenberg

Page 31: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Opera Lighting Siggraph 1991

Dorsey, Sillion and Greenberg

Page 32: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Dorsey, Sillion and Greenberg

Opera Lighting Siggraph 1991

Page 33: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Opera Lighting Siggraph 1991

Dorsey, Sillion and Greenberg

Page 34: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Opera Lighting Siggraph 1991

Dorsey, Sillion and Greenberg

Page 35: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

http://www.wltc.org/Documents/TruckArt.htm

Truck Art

Page 36: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Julian Beever - Chalk Drawings

Page 37: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Oculus Rift DK2 2014

Page 38: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Oculus Rift DK2

Page 39: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Oculus Rift

Flat 1080P

AMOLED

Display

Accelerometers

and logic boardLenses

Oculus Rift DK2 Components

Page 40: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Oculus Rift DK2

Page 41: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Oculus Rift DK2 Angular Rotation

Page 42: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Distortion Strategy

Page 43: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Oculus Rift DK2 Distortion Strategy

Page 44: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Oculus Rift DK2 Distorted Image

Page 45: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Oculus Rift DK2 Distorted Image

Page 46: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Need to be able to see (understand) correct DEPTH information

Need to have significant RESOLUTION to merge virtual and real imagery

Need to render images that are physically accurate and perceptually

indistinguishable from real world scenes

Requirements for “PRESENCE”

Page 47: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Need to be able to see (understand) correct DEPTH information

Need to have significant RESOLUTION to merge virtual and real imagery

Need to render images that are PHYSICALLY ACCURATE and

PERCEPTUALLY INDISTINGUISHABLE from real world scenes

and

all of this must be done fast enough to imply motion

Requirements for “PRESENCE”

Page 48: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Depth Perception from 2-D Images

Monoscopic

Stereoscopic

Page 49: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Paris Street, Rainy Day 1877 Caillebotte

Page 50: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Human Depth Perception

Depth Perception

Oculomotor

Binocular

Convergence

Monocular

Accommodation

Visual

Binocular

Stereopsis

Monocular

Static Cues

PerspectiveFamiliarity,

Relative Size

Motion, Position

OcclusionTexture Gradient

Shading, Shadows, Highlights

Atmospheric Blur

Motion Parallax

Page 51: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Monoscopic Depth Cues

Perspective

Depth from Motion, Relative Size,

Position, Familiarity

Occlusion

Texture Gradient

Parallax from Motion

Shadows and Specular Highlights

Atmospheric Blur

Page 52: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Monoscopic Depth Cues

Perspective

Depth from Motion, Relative

Size, Position, Familiarity

Occlusion

Texture Gradient

Parallax from Motion

Shadows and Specular Highlights

Atmospheric Blur

Page 53: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Monoscopic Depth Cues

Perspective

Depth from Motion, Relative

Size, Position, Familiarity

Occlusion

Texture Gradient

Parallax from Motion

Shadows and Specular Highlights

Atmospheric Blur

Page 54: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Monoscopic Depth Cues

Perspective

Depth from Motion, Relative

Size, Position, Familiarity

Occlusion

Texture Gradient

Parallax from Motion

Shadows and Specular Highlights

Atmospheric Blur

Page 55: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Monoscopic Depth CuesPerspective

Depth from Motion, Relative

Size, Position, Familiarity

Occlusion

Texture Gradient

Parallax from Motion

Shading, Shadows, and Specular

Highlights

Atmospheric Blur Viewpoint A Viewpoint B Viewpoint C

Page 56: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Monoscopic Depth Cues

Perspective

Depth from Motion, Relative

Size, Position, Familiarity

Occlusion

Texture Gradient

Parallax from Motion

Shading, Shadows, and Specular

Highlights

Atmospheric Blur

Page 57: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Monoscopic Depth Cues

Perspective

Depth from Motion, Relative

Size, Position, Familiarity

Occlusion

Texture Gradient

Parallax from Motion

Shading, Shadows, and Specular

Highlights

Atmospheric Blur

Page 58: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Monoscopic Depth Cues

Perspective

Depth from Motion, Relative

Size, Position, Familiarity

Occlusion

Texture Gradient

Parallax from Motion

Shadows and Specular Highlights

Atmospheric Blur

Page 59: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Monoscopic Depth Cues

Perspective

Depth from Motion, Relative

Size, Position, Familiarity

Occlusion

Texture Gradient

Parallax from Motion

Shadows and Specular Highlights

Atmospheric Blur

AccommodationNote change in lens shape

Page 60: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Accommodation

This is the process by which the vertebrate eye changes optical power to

maintain a clear image or focus on an object as its distance varies.

Page 61: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Accommodation

The reflex can be controlled but cannot be ‘felt’

Accommodation amplitude declines with age

Page 62: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 63: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Human Depth Perception

Depth Perception

Oculomotor

Binocular

Convergence

Monocular

Accommodation

Visual

Binocular

Stereopsis

Monocular

Static Cues

PerspectiveFamiliarity,

Relative Size

Motion, Position

OcclusionTexture Gradient

Shading, Shadows, Highlights

Atmospheric Blur

Motion Parallax

Page 64: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Stereoscopic Vision: Behind The Screen (Concave)

L RL

R

Screen /

Image Plane

Apparent Image

Depth

Page 65: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Stereoscopic Vision: In Front Of The Screen (Convex)

L RL

R

Screen /

Image Plane

Apparent Image

Depth

Page 66: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Stereoscopic Vision: At The Screen

L RL

R

Screen /

Image Plane

Apparent Image

Depth

Page 67: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Vergence

The simultaneous movement of the pupils of the eyes toward or away from

one another during focusing.

This measure of the convergence or divergence of a pair of light rays is

defined as vergence.

Page 68: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Diagram of Vergence

Page 69: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Vergence Accommodation Conflict

Computer and projection displays present images on a single surface but have

a focal distance (blur on the retina) which may be in front of or behind the

screen

The inability to fuse the binocular stimuli causes discomfort and fatigue to

the viewer

Viewers can be trained, and the discomfort can diminish with practice

David M. Hoffman, Ahna R. Girschick, Kurt Akeley, Martin S. Banks. “Vergence-accommodation conflicts hinder visual performance and cause

visual fatigue, Journal of Vision, vol. 8, no. 3, article 33, March 28, 2008.

Page 70: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

End

Page 71: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 72: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

What is a Light Field?

• Radiance is defined as the light energy coming from a specific direction.

• A light field is defined as the radiance at a position (x, y),

and a direction (θ, φ).

• Thus, the light field is a 4-dimensional space.

Page 73: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

A Light-Field of Michelangelo's Statue of Night

Page 74: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 75: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 76: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 77: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 78: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic
Page 79: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Light Field

Page 80: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Light Field

Page 81: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Multi-camera array and LF camera are duals

Page 82: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Key LF-camera advantage: a single lens

• (more familiar, reduces complexity, simplifies calibration, …)

Page 83: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

The Lytro Camera

Page 84: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Lytro Camera

Page 85: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Google’s Recording Rig 2015

Page 86: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Project Beyond Samsung 2015

Page 87: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Project Beyond Samsung 2015

Page 88: Virtual Reality Technology and Convergence · Julian Beever - Chalk Drawings. Oculus Rift DK2 2014. Oculus Rift DK2. Oculus Rift Flat 1080P AMOLED Display Accelerometers and logic

Lytro Immerge 2017