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Rendering Challenges of VR
Visual Computing Systems
CMU 15-869, Fall 2014
Today
Basics of Oculus Rift implementation of VR
-
60Hz IR Camera
Latency
The goal of a VR graphics system is to achieve presence, tricking the brain
into thinking what it is seeing is real.
What you see must change when you move your head!
End-to-end latency: time from moving your head to the time new photos hit your eyes
Measure movement
Update scene/camera position
Render image
Transfer image to headset, then to display in headset
Display image on display
Assume:
Therefore:
Oculus DK2
Retina resolution VR display filling 160 degree field of view: 16K x 16K display per eye
Wow.
Suggests need for eye tracking and foveated rendering (eye can only perceive detail
in 5o region about gaze point)
Pincushion distortion
Chromatic aberration (dierent wavelengths refract by dierent amount)
Rendered
output
must
compensate
for
sWorldDemo
expected lens distortion
Step 1: scene rendered using traditional graphics pipeline at full resolution for each eye
Step 2: distortion pass warps image so that it is viewed properly after lens distortion
Figure
4:
Screenshot
of
the
OculusWorldDemo
application.
Can apply dierent distortion to R, G, B to approximate correction to chromatic aberration
Image credit: Oculus VR developer guide
Reasonable for modest FOV, but distorts image under high FOV
Recall: VR rendering spans wide FOV
time
time
X
frame 0
frame 0
frame 1
frame 1
frame 2
frame 2
frame 3
frame 3
Note: since eye is moving, objects position is relatively constant relative to eye. (as it should be, eye is tracking it)
But due discrete frame rate, object falls behind eye, causing a smearing/strobing eect (choppy motion blur)
Recall from earlier slide: 90 degree motion, with 50ms latency results in 4.5 degree smear
Spacetime diagrams adopted from presentations by Michael Abrash
X
frame 0
frame 1
frame 2
frame 3
frame 0
frame 1
frame 2
frame 3
frame 4
frame 5
frame 6
frame 7
frame 0
frame 0
frame 1
frame 1
frame 2
frame 2
frame 3
frame 3
Implication: photos from bottom of display are more stale than photos from top!
Consider eye moving horizontally relative to display (e.g., due to head movement
while tracking square object that is stationary in world)
Only compensates for shear due to head motion, not object motion
Summary
Virtual reality presents many new challenges for graphics systems
-
* = primary in the context of this class: other very-hard challenges include: tracking full-bodies, determining what
applications VR is a preferred medium for, etc.