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3D Tiled Display Walls

3D Tiled Display Walls. J ürgen P. Schulze, Ph.D. Universit y of California San Diego IEEE eScience Tiled Display Workshop, Dec 7, 2010. UCSD. Founded 1960

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3D Tiled Display Walls

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  1. 3D Tiled Display Walls Jürgen P. Schulze, Ph.D.University of California San DiegoIEEE eScience Tiled Display Workshop, Dec 7, 2010

  2. UCSD • Founded 1960 • Jacobs School of Engineering ranks 9th internationally, according to the 2009 Academic Rankings of World Universities by Subject Field conducted by Shanghai Jiao Tong University in China

  3. California Institute for Telecommunications and Information Technology (Calit2) • New Laboratory Facilities • Nanotech, Chips, Radio, Photonics, Grid, Data, Applications • Virtual Reality, Digital Cinema, HDTV, Synthesis • Over 1000 Researchers in Two Buildings • Linked via Dedicated Optical Networks • International Conferences and Testbeds UC San Diego UC Irvine Mission: Preparing for an world in which distance has been eliminated

  4. Bio • M.Sc. from University of Massachusetts, Dartmouth (1998) • Ph.D. from University of Stuttgart, Germany (2003) • Post-Doc at Brown University, Providence (2003-2005) • UCSD/Calit2 (since 2005) • Assistant Research Scientist at Calit2 • Lecturer in Department of Computer Science • Working with Dr. Tom DeFanti • Research Interests: • Computer graphics • Scientific visualization • Parallel graphics • 3D human-computer interaction • Digital cinema

  5. Immersive Visualization Lab (IVL) • 3 staff programmers • 2 PhD students • ~5-10 undergraduate students • Research focus on virtual reality (VR) applications

  6. Overview • Display Walls • Traditional: • HiPerSpace • StarCAVE • Next Generation: • Varrier • REVE • NexCAVE • Discussion

  7. Calit2’s 287 Megapixel HiPerSpace Tiled Display (70 30" displays)

  8. StarCAVE • 15 panels + floor • 34 HD projectors, 1920x1080 pixels • 4-camera optical tracking • 18 Linux PCs with NvidiaQuadro 5600 • 10 Gbit/s network

  9. Lenticular screen Barrier mask Autostereoscopic Technology • Light sent separately to each eye from a monitor • No 3D glasses required • Tracked (dynamic) vs. non-tracked (static, sweet spot) • Approaches: • Lenticular screen • Barrier masked screen

  10. The Varrier Wall • 12 x 5 array of autostereoscopic displays • 16 Linux PCs with dual Nvidia GeForce 7900 graphics cards • 1600 x 1200 pixels per display • 2 camera ART tracking system • Similar system at UIC/EVL

  11. Rapidly Expandable Virtual Environment (REVE) • 2x3 Alioscopy 24” display wall • 3 rendering PCs • 6 camera NaturalPointOptiTrack tracking system

  12. REVE Wall at KAUST • 6x3 array of Alioscopy 42” displays

  13. Pixel Focus on Each Display • The off-axis focus of individual lenticules (left) causes all sub-pixels of each channel to converge to a common area on the plane of focus (right).

  14. View Alignment on Tiled Wall • The tiling of lenticular displays is achieved by shifting the primary lobes of all displays (left) into alignment at the plane of focus (right)

  15. User’s View • The repeating channel array, with solid colors projected onto a user and a white card at the plane of focus

  16. Viewing Positions • Four users in different basic positions in front of a display at the plane of focus: • A) Normal viewing • B) Between channels • C) On the repeat boundary • D) Normal viewing on the repeat

  17. Autostereo With Tracking • The four experimental tracking cases. The head shows the position of the actively-tracked user • 0) Untracked: traditional viewing mode • 1) Perspective tracking: perspective is updated based on head-tracking, but no change is made to the direction in which channels are projected; exaggerated perspective • 2) Channel tracking: channels move with viewer position; perspective snap back on updates • 3) Channel reassignment

  18. NexCAVE at Calit2 • 10 42” JVC Xpol displays • Standard LCD panels with polarizing filter on top • 1920x1080 pixels per screen • 5 rendering PCs: Dell XPS 710 • NvidiaGeForce 480 graphics • 2 camera ART TrackPack system

  19. NexCAVE at KAUST • NexCAVE at KAUST: 21 JVC Xpol displays • OptiTrack tracking system • Meyer sound system

  20. Tiled Micropolarized (Xpol) 3D JVC Panels Source: NHK Media Technology, Inc.

  21. NexCAVE Rendering • Draw left eye image as usual • Create and enable stencil buffer with even scan lines transparent • Draw right eye image • Done: swap buffers

  22. NexCAVE Pros: • Bright image • High contrast: 300:1 (vs. 30:1 in StarCAVE) • Head-tracked user is always in sweet spot Cons: • 3D glasses required • JVC displays have wide bezels, especially at bottom • Overlapping helps reduce impact of bezels • In 3D, negative effect of staggered displays is less pronounced because both eyes rarely look at a bezel at the same time

  23. Autostereo Walls Pros: • No 3D glasses required • Bright displays (lenticular technology) • 8 Views allow “looking around” Cons: • Viewer has to be in sweet spot • Very limited depth range (+/- 2 foot) • Moire patterns • Reduced usable resolution (compared to native res.) • Hard to display text • Reduced image quality in mono mode

  24. More Information • Publications: • T.A. DeFanti, D. Acevedo, R.A. Ainsworth, M.D. Brown, S. Cutchin, G. Dawe, K.-U. Doerr, A. Johnson, C. Knox, R. Kooima, F. Kuester, J. Leigh, L. Long, P. Otto, V. Petrovic, K. Ponto, A. Prudhomme, R. Rao, L. Renambot, D.J. Sandin, J.P. Schulze, L. Smarr, M. Srinivasan, P. Weber, G. Wickham: “The Future of the CAVE”, Central European Journal of Engineering, 1(1), 2011, ISSN 1896-1541 • R. Kooima, A. Prudhomme, J. Schulze, D. Sandin, T. DeFanti: “A Multi-Viewer Tiled Autostereoscopic Virtual Reality Display”, To appear in the Proceedings of the 17th ACM Symposium on Virtual Reality, Software and Technology, Hong Kong, China, Nov 22-24, 2010 • Contact: • http://www.calit2.net/~jschulze/ • http://ivl.calit2.net/wiki/ • E-mail: jschulze@ucsd.edu

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