GPU performance: Nvidia Quadro vs Nvidia GeForce

One of the mysteries of the modern age is the existence of two distinct lines of graphics cards by the two big manufacturers, Nvidia and ATI/AMD. There are gamer-level cards, and professional-level cards. What are their differences? Obviously, gamer-level cards are cheap, because the companies face stiff competition from each other, and want to sell as many of them as possible to make a profit. So, why are professional-level cards so much more expensive? For comparison, an “entry-level” $700 Quadro 4000 is significantly slower than a $530 high-end GeForce GTX 680, at least according to my measurements using several Vrui applications, and the closest performance-equivalent to a GeForce GTX 680 I could find was a Quadro 6000 for a whopping $3660. Granted, the Quadro 6000 has 6GB of video RAM to the GeForce’s 2GB, but that doesn’t explain the difference.

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Low-cost 3D displays using Razer Hydra devices

I’ve previously written about our low-cost VR environments based on 3D TVs and optical tracking. While “low-cost” compared to something like a CAVE, they are still not exactly cheap (around $7000 all told), and not exactly easy to install.

What I haven’t mentioned before is that we have an even lower-cost, and, more importantly, easier to install, alternative using just a 3D TV and a Razer Hydra gaming input device. These environments are not holographic because they don’t have head tracking, but they are still very usable for a large variety of 3D applications. We have several of these systems in production use, and demonstrated them to the public twice, in our booth at the 2011 and 2012 AGU fall meetings. What we found there is that the environments are very easy to use; random visitors walking into our booth and picking up the controllers were able to control fairly complex software in a matter of minutes.

A user controlling a low-cost 3D display (running the Nanotech Construction Kit) with a Razer Hydra 6-DOF tracked input device.

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VR’s effects on game design

I’ve written at length (here, here, here, and here) about the challenges of properly supporting immersive displays such as CAVEs or HMDs such as the upcoming Oculus Rift, and the additional degrees of freedom introduced by 3D tracking.

I just found this interesting post by James Iliff, talking about the same general issue more from a game design than game implementation point of view.

Out of his three points, motion tracking, and the challenges posed by it, is the one most closely related to my own interests. The separation of viewing direction, aiming direction (as related to shooting games) and movement direction is something that falls naturally out of 3D tracking, and that needs to be implemented in VR applications or games at a fundamental level. Specifically, aiming using a tracked input device does, in my opinion, not work in the canonical architecture set up by existing desktop or console shooter games (see video below for an example).

My main concern with James’ post is the uncritical mention of the Razer Hydra controller. We are using those successfully ourselves (that’s a topic for another post), but it needs to be pointed out that we are using them differently than other tracked controllers. This is due to their lack of global precision: while the controllers are good at picking up relative motions (relative to their previous position, that is), they are not good at global positioning. What I mean is that the tracking coordinate system of the Hydra is non-linearly distorted, a very common effect with magnetic 3D trackers (also see Polhemus Fastrak or Ascension Flock of Birds for old-school examples). It is possible to correct for this non-linear distortion, but the problem we observed with the Hydra is that the distortion changes over relatively short time frames. What this means is that the Hydra is best not used as a 1:1 input device, where the position of the device in virtual space exactly corresponds to the position of the device in real space (see video below for how that works and looks like), but as an indirect device. Motions are still tracked more or less 1:1, but the device’s representation is offset from the physical device, and by a significant amount to prevent confusion. This has a direct impact on usability: instead of being able to use the physical device itself as an interaction cursor, embodying the “embodiment” principle (pun intended), the user has to work with an explicit virtual representation of the device instead. It still works (very well in fact), but it is a step down in immersion and effectiveness from globally-tracked input devices, such as the optically tracked Wiimote used in our low-cost VR system design.

And just because it’s topical and I’m a really big fan of Descent (after all, it is the highest form of patriotism!), here’s that old chestnut again:

Note how the CAVE wand is used as a “virtual gun,” and how the virtual gunsights are attached directly to the physical controller itself, not to a virtual representation of the physical controller. As far as the user is concerned, the CAVE wand is the gun. (The slight offset between controller and target reticle is primarily due to problems when setting up a CAVE for filming). This globally-precise tracking comes courtesy of the high-end Intersense IS-900 tracking system used in our CAVE, but we achieve the same thing with a (comparatively) low-cost NaturalPoint OptiTrack optical tracking system. The Hydra is a really good input device if treated properly, but it’s not the same thing.

Build your own professional-grade holographic display

I started working on low-cost VR, that is, cheap (at least compared to a CAVE or other high-end system) professional-grade holographic display systems about 4 1/2 years ago, after seeing one at the 2008 IEEE VR conference. It consisted of a first generation DLP-based projection 3D TV and a NaturalPoint OptiTrack optical tracking system. I put together my own in Summer 2008, and have been building, or helped others building, more at a steadily increasing rate — one in my lab, one in our med school, one at UC Berkeley, one at UC Merced, one at UC Santa Barbara, a handful more at NASA labs all over the country, and probably some I don’t even know about. Here’s a video showing me using one to explore a CAT scan of a patient with a nasty head fracture:

Back then, I created a new subsite of my web site dedicated to low-cost VR, with a detailed shopping list and detailed installation and configuration instructions. However, I did not update either one for a long time after, leading to a very outdated shopping list and installation instructions that were increasingly divergent from state-of-the-art approaches.

But that has changed recently. As part of an NSF-funded project on paleoceanography, we promised to install two such systems at our partner institutions, University of California, Santa Barbara, and Woods Hole Oceanographic Institution. I installed the first one a couple of months ago. Then, I currently have two exchange students from the University of Georgia (this Georgia, not that Georgia) who came here to learn how to build these systems in order to build one for their department at home. To train them, I rebuilt my own system from scratch, let them take the lead on rebuilding the one at our medical school, and right now they’re on the east coast to install the new system at WHOI.

Observing “newbies” following my guide trying to build a system from scratch allowed me to significantly improve the instructions, to the point that I believe they’re now comprehensive and can be followed by first-time builders with some computing knowledge. I also updated the shopping list to again represent a currently-available system, with current prices.

So the bottom line is that I now feel comfortable to let people go wild with the low-cost VR subsite and build their own display systems. If no existing equipment (computers, 3D TVs, …) can be used, a very nice, large (65″ TV), and powerful system can be built for around $7000, depending on daily deals. While not exactly cheap-cheap, one has to keep in mind that this is a professional-grade system, fit for scientific and other serious uses.

I should mention that we have an even lower-cost design, replacing the $3500 optical tracking system with a $150 Razer Hydra controller, but there’s a noticeable difference in functionality between the two. I should also mention that there’s a competing design, the IQ Station, but I believe that ours is better (and I’m not biased at all!).

VR in the movies

I’m mad at the Onion A.V. Club right now (no, not really, I love those guys). In my post about the Leap Motion Leap I briefly mentioned my one gripe with the way VR is presented in Minority Report, and that I should write a post about it. That evolved into making a post on the larger topic of evaluating how realistic / crazy out there VR depictions in movies are in general, and when I opened the A.V. Club this morning to read my weekly dose of Babylon 5 reviews (oh yes, I am an unapologetic fan), I saw this: The future won’t look like this: 11 unintentionally ridiculous depictions of virtual reality. Curse you, A.V. Club!

On the danger of looking like a lame copycat, I’ll still do it, because the technical angle I had in mind is different from the A.V. Club’s approach, but if you disagree, tell me off in the comments.

Let’s get going, with a completely subjective selection, and in no particular order.

Star Wars, 1977

What? There’s no VR in it! True, but there are “holograms” in it. And because it’s an extremely common misconception, and I get it thrown at me all the time, I need to say it: real holograms don’t work that way! You know the scene I’m referring to:

The thing is that real holograms need to be “supported” by a piece of holographic screen behind them — you can only see the part of the hologram that’s between your eyes and the screen. Holograms are free-standing — just not as free-standing as most people subconsciously assume; holographic projectors such as R2-D2’s here are fiction. It’s important because the argument goes: once we get real-time holograms, we won’t need to build CAVEs anymore. Technically true, yes, but you’d need to build a space enclosed by holographic screens to get the same effect as a CAVE, so basically the same thing. Sorry.

Verdict: Fiction!

Disclosure, 1994

But this one’s in the A.V. Club article! True, and I feel bad about copying them even more blatantly. But I have to amend what they’re saying. I have no beef with their evaluation on the ridiculousness scale, but from a technical point of view, VR as depicted in Disclosure, at least in the following scene, exists and is used today:

Let’s see: tracked head-mounted display, tracked data glove, omni-directional treadmill, 3D scanner that captures a real-time 3D image of the user and projects it into the virtual space — I have all that in my lab, minus the treadmill (unfortunately). I’m even working with architecture firms. Walking across a virtual cathedral to access files, and a bottomless chasm in the middle of your database server for no reason? Yeah, that’s silly.

Verdict: Nailed it!

Minority Report, 2002

This one’s interesting. There are two VR bits in it: the famous “maestro-style” free-hand GUI, and the 3D home movie. Let’s tackle the simple one first, the 3D home movie:

The 3D video itself looks exactly like the kind of video you can capture with a 3D camera like the Kinect, down to the fringe triangle artifacts (someone on YouTube even made a mash-up between this and my first Kinect video; it’s uncanny). The projection system is another story: at first glance, it’s another completely free-standing hologram (fiction!), but a bit of fanwank can explain that it was actually a projection onto a 3D multi-viewpoint fog projection display (exists! just not quite as good yet).

Partial verdict: Nailed it!

The part with which I have a gripe is the 3D GUI:

From a technical point of view, we could have built that in 2002: tracked data gloves (had them in my lab in 1998, albeit with wires), projection onto a translucent screen (nothing to it), gesture interface, we could have rigged up a physical data transfer module (it’s basically a transparent USB stick, right?), etc.

So here’s my gripe: the whole thing makes no sense. Some people have issue with the manual data transfer — why not send the data over the network? — but you could fanwank that as a security issue. No, the problem is why use a 3D user interface in the first place? Look exactly at what he’s doing. All the data with which he’s interacting are 2D — text, images, movies. All the interactions are 2D: he moves and pinch-zooms, he rotates in the screen plane. Oh, and kind folks who did the annotation? It’s not a “holoscreen” — it only shows 2D images, so it’s simply a “screen.”

There is no free 3D manipulation, so why is he using a free 3D user interface? It’s bad, ergonomically. Holding your hands out like that for precise work over an extended time (more than a few minutes) is painful. The syndrome is called “Gorilla Arm.” The ideal hardware and UI for this type of work is a multi-touch surface device, probably set not vertically, but at an angle like a drafting table. Then your hands and fingers have something to rest on and push against for the interactions, which makes them much easier and less painful.

Why am I harping on this? People are rushing to recreate this interface, now that the hardware is cheaply available, because it looks extremely cool in the movie. It fooled me for the first two times watching. So people are working hard trying to make an interface that’s literally painful to use, and people actually trying it will hate it, and the backlash will hurt us all. Please, don’t do it.

Partial verdict: Nailed it technically, but failed ergonomics

Iron Man, 2008

This one I love:

It starts out like the Minority Report GUI, but then it gets good the moment the suit’s 3D model appears over the virtual workbench. I’m wondering if that’s intentional one-upmanship: start out just like the other, and then blow it away.

Anyway, let’s look at the technology: free-standing 3D display above a virtual workbench, hand tracking and gesture interpretation without data gloves. Pushing it, but we have the Kinect, we may soon have the Leap, and we can always imagine that he could be wearing stylish VR goggles in Tony Stark’s inimitable style. Or, alternatively, assuming that what we’re seeing in the movie is a representation of what Tony sees, and not what another person in the camera’s place would see, and the former could be only the part of the 3D model that’s between him and the workbench screen, which could be auto-stereoscopic, then it’s entirely today’s technology.

So with a bit of squinting and allowing for the Hollywood glitz filter, yes, we can build that. As for the interaction: tell me it doesn’t look exactly like this, again accounting for the glitz filter, and me using only one hand (we have a second input device now):

Now you might ask: why am I lauding free-space 3D interactions here, when I decried them in Minority Report? Simple, because here they are used for actual 3D manipulation, where you accept a bit of discomfort because there’s no better alternative. And you’ll also notice that he’s holding his arms in a more comfortable position, not at shoulder height (or only for as long as required to grab an object). That makes a huge difference, and it’s what our users do when they spend long hours in the CAVE.

Verdict: a bit shinier than what we can do today, but overall Nailed it!

Iron Man 2, 2010

Several scenes in this one. The first is the coffee table scene:

Pretty standard multi-touch surface display and interactions. Not really VR, as it’s all 2D, but worth a mention anyway. Verdict: Nailed it!

The workshop walk-through scene:

Similar to the scene from the first Iron Man, this one features completely free-standing 3D imagery, implied to be free-standing holograms, and therefore fiction. But in the context of the movie, it’s entirely possible that his entire workshop is panelled in auto-stereoscopic displays, and that the movie is only showing us what Tony sees. That could be done today, but it’s not close to practical, a huge stretch, and because of the common misconception about holograms, I’ll have to give it a demerit. Add to that the fact that the user interface here is a lot more “do what I mean” than in the first movie’s scene. There, the gestures he performs correspond directly enough to actions on the 3D model that a good 3D UI can explain it, but here it’s over the line. This UI, as depicted, can only work if a strong AI is running it. Since we already know that Tony employs a strong AI as an assistant, that makes sense in the context of the movie, but sadly it’s fiction.

Overall verdict: Fiction!

All right, that’s my list for now. I’m not going to touch the Matrix, Thirteenth Floor, eXistenz, et al., because those are obviously pure fiction. But if I forgot anything that deserves mention, because it depicts an internally consistent combination of display hardware and user interface that may or may not exist or be theoretically feasible, please let me know below. I have Netflix.

D’oh, I forgot one, especially embarrassing because I mentioned Babylon 5. How could I!

Babylon 5, And The Sky Full Of Stars, 1994

Can’t find a clip, but here’s the episode recap on the Lurker’s Guide. Synopsis: the station’s commander gets kidnapped and interrogated by being strapped into a virtual reality system, so that the interrogators can mindscrew him and break him more easily. The VR system itself is not thought through enough to be analyzed, except the display bit itself: it’s a retinal projector, shining the image of the virtual 3D world directly into the user’s eyes (only into one eye in the episode, sad oversight). Exists!

The input part of the system, on the other hand, must use some kind of neural interface, because the user (or captive in this case) can move inside the virtual world normally while being strapped into a chair in the real world, so Fiction!

How the interrogator, or the commander’s virtual body, get mapped into the virtual world is not even addressed, so Didn’t think about it!

Let’s just say I like this episode in spite of the VR stuff, not because of it. It’s just a TV show, after all.