Monday, May 22, 2017

Understanding Relative Illumination

Relative illumination in the context of optical design is the phenomena of image roll-off (e.g. reduction) towards the edge of an eyepiece. This manifests in an image that is brighter at the center of eyepiece relative to the edge of the eyepiece.

Relative illumination is usually shown in a graph such as the one below

This particular graph is from an eyepiece with 60-degree horizontal field of view designed by Sensics. The graph shows how the illumination changes from the center of the lens, e.g. 0, to the edge of the lens, e.g. 30 degrees. The Y axis shows the relative illumination where the center illumination is defined as "1". In this particular eyepiece, the illumination at the edge is just over 70% of the illumination at the center.

This effect can also be viewed in simulations. The first image below shows a simulated image through this eyepiece when ignoring the impact of relative illumination:

Simulated image while ignoring the effect of relative illumination

The second image shows the impact of relative illumination which can be seen at the edges

Simulated image with relative illumination
Relative illumination is perfectly normal and to be expected. It exists in practically every eyepiece and every sensor. It is often the result of vignetting - some light rays coming from the display through the eyepiece to the eye that are blocked by some mechanical feature of the eyepiece. This can be an internal mechanical structure or simply the edge of a particular lens. Light rays from the edge of the display are easier to block and thus typically suffer more vignetting.

When we look at an optical design, we look to see that the relative illumination graph is monotonic, e.g. always decreasing. A non-monotonic curve (e.g. a sudden increase followed by a decrease) would manifest itself as a bright ring in the image, and this is usually not desired.

Tuesday, May 2, 2017

A Visit to the IMAX VR Center

A few weeks ago, I was in Los Angeles and decided to visit the newly-opened IMAX VR center. I went there as a regular paying customer - not some "behind the scene tour" - to see and learn. I've experienced Zero Latency, The Void and many others, so could not resist trying IMAX.

The lobby of the attraction is reminiscent of a small movie theater lobby. Vertically-oriented monitors on the walls announce the available VR experiences. A small reception area sells $10 tickets for the attractions. A display shows the available time slots for each 10-minute experience. After purchasing the tickets, a friend and I were asked to wait for our scheduled time. When the time came, an attendant escorted us to the VR area.

If I remember correctly, there were eight available experiences. Seven of them were based on the HTC VIVE. One - the John Wick Chronicles - was showing on Starbreeze headset. The HTC VIVE experiences did not appear to to be specially-made for this venue. For instance, one experience was Trials on Tatooine which can be freely downloaded from the Steam store. I think people come to movie theaters for an experience that they can't get at home. One would expect VR to be the same.

I have an HTC Vive at home (as well as many other headsets) at home. Using them is part of my job. However, most folks don't have easy access to PC-based VR equipment. For now, stock experiences might be just fine to get people exposed to VR.

Inside to the VR area, Each headset was in a space separated by low walls, a bit like an open space in an office. Headset cables were tied from the ceiling. HTC VIVE units had a leather face mask which is probably easier to clean. An operator administered each experience - one operator per headset. . Operators were friendly and enthusiastic about the VR equipment. I think their enthusiasm was contagious, which was nice.

Speaking of contagious, the operators told me that they wipe the face masks between users. Masks also get replaced every couple of weeks. I was told that visitors did not often complain about wearing a VR goggle that was used by many people before them.

I couldn't help but wonder about the economics. 15-minute timeslots: 10 minutes of usage plus some time to get people in and out of the experience. $40 an hour per station. One full-time operator per station. Now add rent, equipment, content fees, ticket sales, credit card fees, etc. Can you make money? Maybe making money is not the goal in this first location. Instead, the goal could be to have a "concept store" towards inclusion at the lobby of regular movie theaters.

Since I don't have a Starbreeze headset at home, I opted for the John Wick experience. It's a shooter game that encourages you to move in a space while holding a weapon. As expected, Virtual soldiers try to kill you. The headset was fairly light and the weapon comfortable. The experience was immersive though both the image and graphics quality could have been better. I can see why a person with little VR experience could enjoy these 10 minutes.

My friend did not have many VR experiences before this visit. He chose 'Trials on Tatooine" which he seemed to thoroughly like.

In all - a nice start to what can be the next big thing in entertainment.

Have you tried IMAX VR too? What did you think?

Sunday, April 9, 2017

The Unique Requirements of Public VR

A good treadmill for home use costs around $1000. A treadmill for use in a health club could be ten times more expensive. Why would club owners agree to pay so much more? Because they understand that the home equipment would not withstand the heavy use in a club.

The same is true for VR goggles. Goggles for home use are not suitable for sustained use in arcades and amusement parks. Both VR vendors and attraction operators need to understand and address these differences.

Durability is one key issue. A goggle in an amusement park is subject to both accidental and intentional abuse. A kid might try to see if a lens can pop out. Someone else might wish to take a component as a souvenir.

Hygiene is also important. VR experiences can be intense, and parks can be in hot and humid areas. Whether it is sweat, suntan lotion or something else, a guest does not wish to wear a soaked or dirty goggle. This is true not only for the face mask, but for any built-in headphones.

Sweat and humidity might also cause fogging on the lenses. If a guest has to take off the goggles to defog them, the break in VR immersion degrades the experience.

Depending on the attraction, visitors can be of all ages. Good physical fit is important, regardless if the visitor is a small kit or a large man. Goggles must accommodate a wide range of head sizes, and eye separation. Eyeglasses also present a design challenge. Visitors prefer to keep them on, so goggle vendors try to make room for them.

Beyond the customer-facing experience, there are important operational considerations. Attractions make money by providing a unique experience to a large number of visitors. Every minute spent by a guest adjusting straps in a roller-coaster, is a minute lost. Some have reported a 30% decrease in guest throughput after upgrading a roller coaster to VR. A larger park crew assisting guests or maintaining headsets means larger operational costs.

There are several different types of public VR experiences, each with unique challenge. A free-roam experience (e.g. Zero Latency) needs to address backpack PCs and controllers. Themed experiences such as The Void have accessories that supplant the story. These accessories have many of the same challenges. A small attraction in a shopping mall cannot afford a large operating crew. A VR roller coaster might need a chin strap to keep the goggles on the head. If a VR roller coaster relies on standard phones, they might overheat or need to recharge often.

Often, the first instinct of those building VR attractions is to do everything. They might try to build their own goggles, create content, or even a tracking system. Over time, they focus on their core competencies, bringing external vendors for everything else.

The first generation of these solutions show the immense promise of public VR. VR Coaster, for instance, has deployed GearVR-based roller coaster experiences in over 20 parks. These use a special tracking system to determine the position of each car at any time. The Void and Zero Latency use backpack PCs to allow guests to explore unique spaces. Talon Simulations provides flight and driving simulations in malls. IMAX opened a VR center where guests can try a variety of 10-minute VR experiences. Most of these first-generation solutions use consumer-grade hardware. Operators realize that many problems still need solutions. At the same time, consumers learn what they like and dislike in current solutions.

HMD vendors are also rising to the challenge. ImmersiON-VRelia has developed phone-based goggles that feature a reinforced plastic construction. Sensics released goggles with detachable face mask to address both hygiene and operational efficiency.

What's missing? Low-latency wireless video solutions to get rid of cables. Faster ways to adjust goggles for guest. Better methods to clean goggles between guests. Phones the don't overheat. Multi-user experiences with a stronger social aspect. The passage of time to see what works and what doesn't. VR standards to help integrate new devices into compelling experiences.

I am excited what public VR experiences could be. My excitement comes both from a user standpoint - these experiences are fun! - but also from a problem-solver view - the problems are challenging.

Try these experiences next time you can. Going to a movie theater provides a different experience than watching at home. Going through a good public VR experience is beyond what VR at home provides.

Monday, April 3, 2017

Suffering, Art and VR Standards


Think about a great work of art: a classic book, a timeless painting, a symphonic masterpiece. What's common to many of these creations?

They were all the result of great suffering.

Tolstoy, Van Gogh, Mozart - they did not have easy lives. Many of the greats suffered from oppression, mental or physical illness, or hunger.


If you don't have drama in your life, how could you summon drama for your art?

People ask me "what made you want to work on VR standards?" My answer: it's the suffering.

No, not my personal suffering. I'm no Amaedus or have never considered cutting off my earlobe to express love.

But in many years of working with customers on their VR systems, I saw a lot of technical suffering:

The suffering of integrators that need to chase the latest API again and again. That don't know if the equipment they design for today will be available to buy in a year.

The suffering of device manufacturers that need just one more driver to support them.

The suffering of end-users that wonder if today's software will work on tomorrow's devices.

That's why we need efforts like OSVR or OpenXR to make it easy for everyone to work together. It wouldn't be as timeless or profound as "War and Peace", but it will help a lot of people.

Saturday, April 1, 2017

Unholy Alliance

A few weeks ago, we were approached by a VR porn site seeking a partnership.

It is no secret that adult entertainment is an early adopter of many new technologies and virtual reality is no exception.

We respectfully declined as we decided a long time ago that we won't participate in this market.

Besides, I'm no longer as good looking as I used to be.

Monday, March 27, 2017

Virtual Reality Standards: too early or long overdue?

This article originally appeared on Mar 22nd at ReadWrite
You bought a new printer for the office. You unpack and connect it to your PC. You install its demonstration software and see the printer works well. Then, an unfortunate surprise: your word processor cannot work with this printer. You'll need to wait until the maker of the word processor releases a new version. When will this version be available? Should you return the printer? Should you change to a different word processor?

If this sounds like the 1980's, it's not too far from where VR is today. VR programs are often hard-coded to one set of hardware devices. Only a particular HMD, coupled with its tracking system and controller will work. Every device manufacturer has a different API. If you want to use this VR experience with a different set of hardware, you might not be in luck. At best, you'll need another version. Worst case, you just won't be able to do it. The problem of different vendors having different APIs is often called 'API fragmentation'

VR standards can help solve this fragmentation problem. In the PC world there are a few basic device types: keyboard, mouse, printer, scanner, and so forth. Likewise, basic VR device types include an HMD, tracker, controller, and a few others. A standard way for a program to interface with these VR devices would help solve this problem.

If software could work across different hardware combinations, almost everyone would benefit:
  • Consumers could mix and match devices to their liking. I may have a Dell computer but I don't always want a Dell printer to go with it. Furthermore, consumers would be confident that their investments are future-proof. A 2017 game would likely work with 2018 or 2019 hardware. 
  • Game publishers and other experience creators would have a larger addressable market. Today, they hard-code their game to a particular set of hardware devices. Tomorrow, they would support any device that has a conforming 'driver'. 
  • Manufacturers that support a standard would have their devices work with lots of content. This would allow even small players to enter the market, and promote innovation. 
Some claim it is too early for a VR standard. VR is new, they say. Let a couple of years pass and then we will know what to standardize. Yet while consumer VR is new, VR has been in academia and industry for decades. Labs and factories deployed HMDs, head and eye trackers, and controllers for many years. Such devices were expensive and perhaps more clunky, but still performed the same functions. Software frameworks like UNC's VRPN (http://www.vrpn.org) provided device independent access for many years.

The resistance to a standard sometimes stems from the competitive strategy of a company. A vendor relying on a 'walled garden' approach often wishes to control the entire stack. The ability to swap out hardware, or use a different app store might be not what they had in mind.

In VR, there are often two standard interfaces that need to defined. The first is the device interface. This defines how to configure devices of particular type and how to extract data from them. Printers have different capabilities but share the same basic functions. The same is true for VR devices. The second standard interface is the application interface. It describes how an application or a game engine renders its content and get data. Inbetween the applications and devices there is often a middleware layer. That middleware is the software intermediary between applications and devices.

One effort that adapts this approach is OSVR. Started by Sensics and Razer, it is an open-source software platform for VR. OSVR implements both a device interface layer as well as an application layer. OSVR supports over 200 devices, and most of the OSVR code is free and open-source.

Another effort is OpenVR which is an open API (though not open source) from Valve. Building on the success of SteamVR, OpenVR allows HMDs to work with SteamVR content. There is some compatibility between these efforts. An OSVR plugin for OpenVR, allowing OSVr devices to work with SteamVR content.

In January, the Khronos group (known for OpenGL standards) launched a new VR initiative. The initiative, called OpenXR, brings together a wide range of companies. Industry leaders including Google, Oculus, Valve, Sensics and Samsung are part of this effort. OpenXR aims to combine lessons learned from building OSVR, OpenVR and proprietary APIs. It aims to create both a device interface as well as application interface. It is unclear how soon this effort will mature. Khronos standards take an average of 18 months. It is also unclear what capabilities will be part of the first standard. What is clear is that these companies felt enough pain to want to work on standards.

I am encouraged that so many participants are coming together to work on a standard. Other interested parties are also invited to contribute. Standards are sometimes boring, but they are important. They will make the consumer experience better and promote innovation.
This article originally appeared on Mar 22nd at ReadWrite

Wednesday, October 19, 2016

Peeking inside the Sensics Goggles for Public VR

Earlier this week, we made the Sensics Goggles for Public VR available for purchase on the OSVR Store. This is a limited pre-production run as we gear up for production of larger quantities.
We designed this product to address the needs of those that operate VR in public places such as theme parks, entertainment venues and shopping malls.
Goggles for public VR have different requirements than goggles for home use just like an exercise treadmill at a gym or health club needs to be different than a treadmill at home. Specifically, goggles for public VR need to be:
  • Durable, so that they withstand use by a large number of people. Unlike users of a VR goggle at home, users of a VR goggle at a public place might care less about handling it carefully.
  • Easy to clean, so that every user can get a clean, fresh feeling when wearing the goggles, regardless of who wore it before them.
  • Easy to maintain, in case something breaks.
  • Designed to allow maximum throughput of guests so as to maximize the number of people that can experience the attraction.
At the same time, the visual experience needs to be at least as good as goggles for home use because guests typically expect an experience beyond what they can get at home.
To achieve these goals, we used mass-produced 2160x1200 90 Hz OLED screens, high-quality dual-element optics with individual focusing mechanism, accurate 9-axis orientation tracker and incorporated them into a novel, patent-pending design. Below are some of the highlights of this design. To illustrate them, we mostly use the CAD drawings because they make it easy to show internal parts.
Here is CAD model of the entire unit (each part is colored differently in this model to make them stand out) next to the actual unit:
The back side of the unit has a cable clip to allow easy insertion and removal of cables as required. This ensures that cables don’t get in the way of the user.
The front of the unit includes a window that is transparent to IR. This allows inclusion of a Leap Motion camera inside the unit to facilitate natural interaction with the hands. The fact that the controller is embedded inside the goggle eliminates the need to route cables externally. This approach is superior to external mounting of the controller because when mounted externally, the controller might be easier to detach from the goggles. Note that in the CAD model, the IR window has been removed so that the Leap Motion unit is clearly visible.
To fit a wide range of users, the goggles were designed with adjustable optics. These allow people that normally wear eyeglasses to take them off and still see an excellent picture. Individual knobs — highlighted by the arrows in the CAD drawing from a bottom view perspective
- allow focusing of each eye independently. It is also possible to design optics that have a large enough eye relief to accommodate glasses but we chose adjustments in this particular design.
The face mask — the part that touches the user’s face — is easily removable and replaceable. It is designed with a groove (not shown in the picture) that allows an operator to quickly and accurately replace the mask when needed without requiring any special tools.
VR experiences can be very intense. For instance, guests to SEGA Joypolis run around in a special warehouse and shoot zombies. It is important to keep these guests cool and dry. That’s why we the public VR goggles include dual silent fans that whisk away humidity and heat.
The diagram has arrows pointing to an air vent (one in each side) and the holes through which it exits the goggles. An important feature in the Sensics design is the ability to separate the “passive part” of the goggles (facemask and head strap) from the “active part” (electronics, optics, etc.). This feature provides several important benefits:
  1. It allows guests to don the passive part while waiting in line. They can adjust the fit to their heads, and make sure the strap is comfortable. While doing so, the front part of the passive unit is completely open so guests can still see the real world, take a selfie with the strap. Only when the activity is about to begin does the operator attach the active part to the passive part.
  2. It permits various cleaning strategies for the passive part — the part that touches the head. For instance, an attraction operator can have many more passive parts than active parts and then clean the passive parts in batch at the end of the day.
  3. Separating the face mask from the active part of the goggles allows for multiple sizes of the face mask to fit kids, different facial structures and so forth.
The two parts of the goggles — active and passive — are illustrated in the photos below by Sensics team member Yaron Kaufman.
Detaching the passive part from the active part is done by pressing two button — one in each side of the goggles. The button is shown as yellow highlighted by the arrow in the diagram. The clasp holding the two parts together is made of metal, and thus designed for numerous grab/release cycles.

Two additional parts are highlighted in the diagram: configurable buttons on the top right side of the goggles serve as programmable user-interface controls. This could be to increase/decrease volume, to pause the game, select a menu item or any other function. The mechanical design allows for one, two or three buttons per the preferences of the customer.
Last, an audio output jack appear on the bottom. The goggles can also support a permanent audio solution which attaches where the large yellow ellipse is shown in the diagram to the right. We put a lot of thought into designing this product. We hope you will get a chance to try it and appreciate its suitability to public VR applications.