CS 135 Virtual Reality - VR World

Virtual Reality (VR) Overview

  • Definition of VR: A simulated experience that can be similar to or completely different from the real world.

  • Historical perspective on the evolution of VR technology.

Agenda for VR World

  • Sense & Sensor

    • Motion & 6 Degrees of Freedom (6DoF)

  • Hardware

  • Software

  • Perception & Sensation

VR Systems

  • Components of VR systems:

    • Configuration Control: Managing how VR adapts to user input.

    • Natural Stimulation: Mimicking real-world sensory inputs (sight, sound, touch).

    • Rendering: Creating the virtual environment.

    • Neural Pathways: Understanding how sensory information travels from sensory organs to the brain.

Senses and Sensors

  • Sensors are transducers that convert external energy into signals.

  • Comparison of human senses with mechanical sensors:

    • Vision: Light waves (colors) / Mechanical: Cameras

    • Hearing: Sound waves / Mechanical: Microphones

    • Touch: Pressure and vibrations / Mechanical: Touchpads

    • Balance: Gravity detected by the inner ear / Mechanical: Gyroscopes

Sensor Dynamics

  • Sensors operate within a configuration space defined by degrees of freedom (DoF):

    • Ear: 3 DoF translational (x,y,z), 3 DoF rotational (yaw, pitch, roll)

    • Eye: Similar configuration capabilities plus extra DoF for focus and blinking adjustments.

Display Types

Audio Display
  • Rendering: Headphones / Stimulus: Pressure waves

  • Types of placement:

    • Room-fixed: Static relative to environment

    • Body-fixed: Moves with the user

Visual Display
  • Rendering: Monitors, head-mounted displays

  • Stimulus: Electromagnetic waves

  • Trade-offs: Energy vs. resolution based on distance from the display.

  • Lens considerations: Wide fields-of-view (FOV) vs. distortion; typical FOV ~110 degrees.

Tracking Mechanisms

  • Track user's movements to update the VR environment:

    • Cameras: Inside-out (e.g., augmented reality) & Outside-in (e.g., HTC Vive).

    • Inertial Measurement Unit (IMU): Estimating orientation, angular velocity, and linear acceleration.

    • Compass (magnetometer) for navigation and orientation.

Touch Display

  • Rendering: Haptic devices / Stimulus: Cutaneous (skin sense) and Kinesthesia (body sense).

VR Hardware Summary

  • Key hardware components:

    • Display Systems: Visual, audio, touch, etc.

    • Computational Hardware: CPU, GPU, specialized hardware.

    • Input Devices: Joysticks, keyboards, gloves.

    • Tracking Systems: IMU, cameras, LiDARs.

    • Power Supply: Battery for portable devices.

VR Software Framework

  • Diagram of VR software:

    • Inputs: Head tracker, game controller, keyboard/mouse.

    • Computation: VR world generator processes input to create the virtual environment.

    • Outputs: Visual renderer (display), aural renderer (audio), haptic renderer (touch).

VR World Generators

  • Common game engines:

    • Unity, Unreal Engine, Google Street View

    • Various simulators for specific applications.

Physical vs. Virtual Worlds

  • Techniques to reconcile physical limitations and virtual experiences:

    • Geo-fencing for defined user areas.

    • Matching user motion with virtual representations to avoid motion sickness (ideally within a 36ms threshold).

Human Perception in VR

  • Process: Sensory inputs are processed by the brain leading to perception.

  • Important considerations for VR designers:

    • Factors influencing perception (distance, resolution, FPS).

    • Issues like latency and nausea should be actively managed.

Depth Perception Techniques

  • Binocular Cues: Using differences in images from both eyes to judge distance.

  • Convergence: Eye muscles’ focus angle helps define distance.

  • Shadow Stereopsis: Utilizing different shadows from images to estimate depth.

Adaptation in Brain Processing

  • Over time, brain adapts to stimuli leading to a change in perception.

  • Examples of adaptation:

    • New glasses leading to unusual perceptions.

    • Perception of stationary objects during head movement (gimbal control).

Summary of VR World Concepts

  • Focus areas: Senses, sensors, hardware, software, and perception.

Schedule

  • Weekly breakdown of lectures and lab activities related to VR concepts and projects, including timelines for exams and project proposals.