There is an on-going, but already highly successful, Kickstarter campaign for a new VR head-mounted display with a wide (200°) field of view (FoV): Pimax 8k. As I have not personally tried this headset — only its little brother, Pimax 4k, at the 2017 SVVR Expo — I cannot discuss and evaluate all the campaign’s promises. Instead, I want to focus on one particular issue that’s causing a bit of confusion and controversy at the moment.
Early reviewers of Pimax 8k prototypes noticed geometric distortion, such as virtual objects not appearing in the correct places and shifting under head movement, and the campaign responded by claiming that these distortions “could be fixed by improved software or algorithms” (paraphrased). The ensuing speculation about the causes of, and potential fixes for, this distortion has mostly been based on wrong assumptions and misunderstandings of how geometric projection for wide-FoV VR headsets is supposed to work. Adding fuel to the fire, the campaign released a frame showing “what is actually rendered to the screen” (see Figure 1), causing further confusion. The problem is that the frame looks obviously distorted, but that this obvious distortion is not what the reviewers were complaining about. On the contrary, this is what a frame rendered to a high-FoV VR headset should look like. At least, if one ignores lenses and lens distortion, which is what I will continue to do for now.
Figure 1: Frame as rendered to one of the Pimax 8k’s screens, according to the Kickstarter campaign. (Probably not 100% true, as this appears to be a frame submitted to SteamVR’s compositor, which subsequently applies lens distortion correction.)
With the first commercial version of the Oculus Rift (Rift CV1) now trickling out of warehouses, and Rift DK2, HTC Vive DK1, and Vive Pre already being in developers’ hands, it’s time for a more detailed comparison between these head-mounted displays (HMDs). In this article, I will look at these HMDs’ lenses and optics in the most objective way I can, using a calibrated fish-eye camera (see Figures 1, 2, and 3).
Figure 1: Picture from a fisheye camera, showing a checkerboard calibration target displayed on a 30″ LCD monitor.
Figure 2: Same picture as Figure 1, after rectification. The purple lines were drawn into the picture by hand to show the picture’s linearity after rectification.
Figure 3: Rectified picture from Figure 2, re-projected into stereographic projection to simplify measuring angles. Concentric purple circles indicate 5-degree increments away from the projection center point.
Since Microsoft’s Build 2015 conference, and increasingly since Microsoft’s showing at E3, everybody (including me) has been talking about HoloLens, and its limited field of view (FoV) has been a contentious topic. The main points being argued (fought) about are:
What exactly is the HoloLens’ FoV?
Why is it as big (or small) as it is, and will it improve for the released product?
How does the size of the FoV affect the HoloLens’ usability and effectiveness?
Were Microsoft’s released videos and live footage of stage demos misleading?
How can one visualize the HoloLens’ FoV in order to give people who have not tried it an idea what it’s like?
Measuring Field of View
Initially, there was little agreement among those who experienced HoloLens regarding its field of view. That’s probably due to two reasons: one, it’s actually quite difficult to measure the FoV of a headmounted display; and two, nobody was allowed to bring any tools or devices into the demonstration rooms. In principle, to measure see-through FoV, one has to hold some object, say a ruler, at a known distance from one’s eyes, and then mark down where the apparent left and right edges of the display area fall on the object. Knowing the distance X between the left/right markers and the distance Y between the eyes and the object, FoV is calculated via simple trigonometry: FoV = 2×tan-1(X / (Y×2)) (see Figure 1).
Figure 1: Calculating field of view by measuring the horizontal extent of the apparent screen area at a known distance from the eyes. (In this diagram, FoV is 2×tan-1(6″ / (6″×2)) = 53.13°.)
Yesterday, I attended the second annual Silicon Valley Virtual Reality Conference & Expo in San Jose’s convention center. This year’s event was more than three times bigger than last year’s, with around 1,400 attendees and a large number of exhibitors.
Unfortunately, I did not have as much time as I would have liked to visit and try all the exhibits. There was a printing problem at the registration desk in the morning, and as a result the keynote and first panel were pushed back by 45 minutes, overlapping the expo time; additionally, I had to spend some time preparing for and participating in my own panel on “VR Input” from 3pm-4pm.
The panel was great: we had Richard Marks from Sony (Playstation Move, Project Morpheus), Danny Woodall from Sixense (STEM), Yasser Malaika from Valve (HTC Vive, Lighthouse), Tristan Dai from Noitom (Perception Neuron), and Jason Jerald as moderator. There was lively discussion of questions posed by Jason and the audience. Here’s a recording of the entire panel:
One correction: when I said I had been following Tactical Haptics‘ progress for 2.5 years, I meant to say 1.5 years, since the first SVVR meet-up I attended. Brainfart. Continue reading →
I have briefly mentioned HoloLens, Microsoft’s upcoming see-through Augmented Reality headset, in a previous post, but today I got the chance to try it for myself at Microsoft’s “Build 2015” developers’ conference. Before we get into the nitty-gritty, a disclosure: Microsoft invited me to attend Build 2015, meaning they waived my registration fee, and they gave me, like all other attendees, a free HP Spectre x360 notebook (from which I’m typing right now because my vintage 2008 MacBook Pro finally kicked the bucket). On the downside, I had to take Amtrak and Bart to downtown San Francisco twice, because I wasn’t able to get a one-on-one demo slot on the first day, and got today’s 10am slot after some finagling and calling in of favors. I guess that makes us even. 😛
After some initial uncertainty, and accidentally raising a stink on reddit, I did manage to attend Oculus Connect last weekend after all. I guess this is what a birthday bash looks like when the feted is backed by Facebook and gets to invite 1200 of his closest friends… and yours truly! It was nice to run into old acquaintances, meet new VR geeks, and it is still an extremely weird feeling to be approached by people who introduce themselves as “fans.” There were talks and panels, but I skipped most of those to take in demos and mingle instead; after all, I can watch a talk on YouTube from home just fine. Oh, and there was also new mobile VR hardware to check out, and a big surprise. Let’s talk VR hardware. Continue reading →
I have talkedmanytimes about the importance of eye tracking for head-mounted displays, but so far, eye tracking has been limited to the very high end of the HMD spectrum. Not anymore. SensoMotoric Instruments, a company with around 20 years of experience in vision-based eye tracking hardware and software, unveiled a prototype integrating the camera-based eye tracker from their existing eye tracking glasses with an off-the-shelf Oculus Rift DK1 HMD (see Figure 1). Fortunately for me, SMI were showing their eye-tracked Rift at the 2014 Augmented World Expo, and offered to bring it up to my lab to let me have a look at it.
Figure 1: SMI’s after-market modified Oculus Rift with one 3D eye tracking camera per eye. The current tracking cameras need square cut-outs at the bottom edge of each lens to provide an unobstructed view of the user’s eyes; future versions will not require such extensive modifications.
My friend Serban got his Oculus Rift dev kit in the mail today, and he called me over to check it out. I will hold back a thorough evaluation until I get the Rift supported natively in my own VR software, so that I can run a direct head-to-head comparison with my other HMDs, and also my screen-based holographic display systems (the head-tracked 3D TVs, and of course the CAVE), using the same applications. Specifically, I will use the Quake ||| Arena viewer to test the level of “presence” provided by the Rift; as I mentioned in my previous post, there are some very specific physiological effects brought out by that old chestnut, and my other HMDs are severely lacking in that department, and I hope that the Rift will push it close to the level of the CAVE. But here are some early impressions.
Figure 1: What it would look like to unbox an Oculus VR dev kit, if one were to have such a thing.