Lecture 4: Tracking & Output Flashcards

1
Q

Describe Camera-based tacking systems

A

A number of different systems rely on cameras: Usually two or more cameras are used in combinations with special “targets” or LEDs that are recognized in the camera images.

We need to identify a point to track.
This is often done using lights: Either an LED or a highly reflective object that is illuminated by a light source like a camera flash.

We can identify the lights in the camera images. If our point to track is visible in images
from multiple cameras, we can accurately compute its position.

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2
Q

How do we get the rotation with Camera-based tracking systems?

A

To get the rotation of an object, we need multiple points. Arranging our points in a uniquely identifiable pattern allows us to compute a rotation.

This can be used for full body tracking as well:
Applying trackable points all over a human body allows us to track movement of body parts. That is how mocap for movies, etc. works!

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3
Q

How well does camera-based tracking work? Name several advantages.

A

Camera-based systems can be very precise. Quality and latency is highly dependant
on the setup (amount of cameras, quality of cameras, …).

These optical setups can provide very precise and low-latency tracking. High-end tracking
cameras can do several hundred frames per second!

Tracking reflective balls also has the advantage that the tracker does not require power or
any connection!

Also many camera-based systems can be easily expanded with additional cameras to
cover very large tracking areas.

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4
Q

Describe the Camera-based tracking system from Oculus Constellation

A

The original Oculus Rift HMD used a similar setup with 2-3 cameras and infrared LEDs hidden on the headset.

The LEDs on the headset and controllers allow the system to identify the position and rotation of headset and controllers.

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5
Q

Describe the Camera-based tracking system from PSVR

A

Tracking of the Playstation VR system works basically the same as Constellation, but uses visible lights!

Visible light means it works best in dim
environments!

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6
Q

Describe the Camera-based tracking system from Wii Remote

A

The camera is in the remote.

The Wii “sensor bar” does not sense anything! Is contains simply a couple of IR LEDs. The camera in the front of the Wii remote can sense the sensor bar to orientate. The IMUs do the rest.

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7
Q

Name examples for cameras that creates a depth images

A

Kinect depth sensor:
The Microsoft Kinect not only featured a VGA camera and a microphone, but also a depth sensor. The depth sensor projects a grid of IR points and measures the distance for each point.

Stereo Cameras:
Stereo cameras also create a depth image, but use 2 cameras close to each other. It basically works using binocular vision!

Both cameras being fixed in relation to each other gives us the data necessary to compute a depth value for each pixel by matching the 2 camera images.

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8
Q

What does SLAM stands for? Briefly describe it.

A

Simultaneous Localisation And Mapping:

SLAM is an approach commonly used in robotics and navigation. The goal of slam is to create a map of the surroundings (mapping) and locate the position of the device within them (localization).

SLAM is very common in many scenarios from robot vacuum cleaners at home to self driving cars.

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9
Q

Which sensor types do SLAM need? What use WMR Headsets?

A

SLAM does not need to use cameras or even optical sensors, but can use any sensor. Commonly available VR systems are usually camera-based, however.

Oculus switched from Constellation tracking to inside-out SLAM-based methods using infrared cameras.

Other companies, like the Windows Mixed Reality Headsets, use normal cameras recording in the visible spectrum of light (basically webcams).

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10
Q

How many cameras do I need for SLAM?

A

Commonly we see either 2 or 4 cameras for VR SLAM-based tracking. This also influences how well the controllers work!

More cameras are obviously better!

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11
Q

What about controllers in Camera-based systems – Inside-Out ?

A

The controllers usually do not have cameras in them. Instead they still rely on outside-in tracking and are equipped with LEDs that are either visible (Windows Mixed Reality, etc.) or infrared (Oculus).

The tracking cameras in the headset see the controllers and compute their position and rotation, supported by IMUs in the controllers.

Not ideal, since we are reduced to pure inertial tracking when the controllers leave the field of view of the cameras in the HMD.

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12
Q

Camera-based systems – Inside-Out

What are the advantages and disadvantages of SLAM-based tracking?

A

SLAM-based tracking has the major advantage that the HMD works without any external tracking setup and is very easy to set up and use.

There are some downsides, however:
* Precision and stability are not considered ideal
* Does not work as well in dark environments
* Controller tracking is limited by the cameras on the HMD

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13
Q

What is Lighthouse Tracking/SteamVR?

A

A lighthouse is a fixed, artificial landmark that is visible during the day as well as night, thanks to its (rotating) light.

By placing multiple “lighthouses” at fixed positions in an area, a device sensing their light can compute its position and rotation.

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14
Q

What is needed for a lighthouse tracking?

A

The lighthouse tracking works with a
number of basestations. Each has flashing LEDs and rotating IR lasers sweeping the room.

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15
Q

Describe the technology behind the basestation for a lighthouse tracking

A

A basestation is an active device that acts as a stationary beacon sending IR light:
* LEDs flash for synchronization with the HMD
* 2 rotating lasers sweep the room (horizontally + vertically)

Multiple base stations synchronise (optical, with an optional cable or by bluetooth).

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16
Q

How do we track with basestations for lighthouse tracking?

A

The HMD and controllers are covered with sensors, that can detect the IR light emitted by the base stations.

The HMD/controllers do the tracking. Basestations are just landmarks. They require power, but no connection to a PC.

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17
Q

How does lighthouse tracking work? How is the system able to compute the position of the tracked device?

A
  1. LED flash: The LEDs are used for synchronization. Before each sweep from the lasers, they emit a flash of light.
  2. Laser Sweep: As the IR lasers sweep the room, the photodiodes on the HMD and controllers detect when they are “hit”.

From the timing between the flash and the hits, the system is able to compute the position of the tracked device.

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18
Q

How well does Lighthouse Tracking work? What can cause issues?

A

SteamVR Tracking is one of the most accurate systems on the consumer market!

The setup of the basestations is not as convenient as inside-out tracking and it requires the HMD and controllers to be covered in photodiodes.

SteamVR tracking also works without external light sources (at night), although a lot of very bright light (even sunlight) has potential to cause issues!

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19
Q

Name several Output Devices

A

For our purposes, we limit MR devices to:

Visuals
* HMDs
* projectors & displays

Audio
* headphones or speakers

Haptics
* very limited – vibration etc.

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20
Q

Describe the difference between Single and Multi-Display. Is an HMD a multi-display system?

A

Single-Display:
There is one screen showing the entire image.
In an HMD, there may be one screen per eye.

Multi-Display:
The image is spanning over multiple
displays.
A display may be a screen, a projector, etc.

An HMD may have multiple displays, but they show separate images, so it is not multi-
display.

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21
Q

Describe a Multi-Display as Output Device in more detail.

A
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22
Q

Why should we use multi-displays?

A

While obviously increasing complexity, multi-display has several key advantages depending on use case.

For starters, it might just allow higher resolutions than a single screen or projector.

It may also allow to better cover the field of vision by increasing the size of the display or surrounding the user.

23
Q

What is a Powerwall? Is a powerwall a single- or multi-display?

A

A powerwall is a single, usually planar, large-scale display. A powerwall does not have to display stereoscopic images, it may just be monoscopic.

There is no definition of what functionality a powerwall has to support to be a “powerwall”. May be single- or multi-display.

24
Q

Give specs about the Powerwall at the LRZ

A

The Centre for Virtual Reality and Visualisation at the LRZ is equipped with a 6m x 3.15m powerwall. 2 Sony 4k cinema projectors with polarisation filters enable VR applications to show 3D content.

The images are computed by 4 graphics servers. Each server computes the images for one quadrant of the screen, to improve performance.

25
Q

What is the benefit of a curved screen (e.g. as powerwall)

A

A curved screen has the advantage of better covering a user’s field of vision, improving
immersion.

26
Q

How many sides do CAVEs usually have?

A

CAVEs may be 6-sided, they do not have to be. Due to the difficulties of a 6-sided CAVE they usually have 3-5 sides.

27
Q

Give specs from the LRZ Cave

A
28
Q

What is an HMD?

A

A head-mounted display is a display/output device that is worn on a user’s head.

29
Q

HMDs use spatial separation. Describe what that mean.

A
30
Q

What do we want for an HMD screen?

A

For an HMD we want a screen that offers:
- Very low latency
- High brightness
- Good colour reproduction
- High resolution to reduce screen door effect

31
Q

What is the Screen door effect (SDE)?

A

The screen is very close to the eyes and the lenses effectively magnify the image even more and may reveal the subpixels as well as the spaces between subpixels.

The effect is similar to looking through a
screen door. SDE is usually attributed to lower
resolutions. As a rule of thumb that is true, but there is more to it.

32
Q

Which two display technolgies are commonly found in HMDs? Please list advantages and disadvantages from the technologies.

A
33
Q

Justify why LCD is not necessarily worse for HMDs

A
34
Q

Where to place the screen inside an HMD?

A

To offer a wide field of view we need either a very large screen or a smaller screen very close to our eyes.

Moving the screen closer also reduces leverage, effectively causing less force from the weight on our heads.

35
Q

What do we need to compensate the small distance between our eyes and the display in an HMD?

A

lenses

The lenses bend the light coming from the displays. This has two effects:
We can move the screen very close to our eyes and still see a clear image and we can simulate a wider FOV even with a relatively small display.

36
Q

What type of lenses do modern HMDs use? What are advantages and disadvantages?

A

Fresnel lenses.

Advantage:
Fresnel lenses can offer a wide FOV while being light and small!

Disadvantage:
Possibility of glare and god rays

37
Q

What is a even thinner type of lense compared to Fresnel lenses? Briefly describe how this lenses work. What is a disadvantage of this lense?

A

pancake lens

“Pancake lens” is a colloquial term for a very flat lens. They usually rely on a half mirror and polarization filters to bounce and filter the light within the assembly and achieve the ultra-flat design.

Pancake lenses allow the display to be even closer to the lens and build even smaller HMDs, but the mirror/filters cause low optical efficiency. This could be compensated with
brighter displays (not great for standalone devices, due to power consumption).

38
Q

Which problem do the use of lenses cause? How can we fix the problem?

A

distortion.

In order to present a non-distorted image, we distort the computed image using an inverse distortion of the one introduced by the lens.

39
Q

What describs the term Passthrough? With what Sensors is it likely combined?

A

AR in a VR Headset:
Passthrough uses Cameras to let you see the world around you in a VR headset.

One or more cameras mounted on the HMD are used to present a (stitched) image of the
world around you.

Usually 2 or more cameras are used, to cover the FOV of the headset. May be combined with depth sensors (like LIDAR or ToF) to generate a 3D map of your surroundings.

40
Q

Name the key points regarding USB as well as WiFi connection for VR applikatons.

A

Some HMDs (mostly Meta) can be wired to a PC using USB.

Some HMDs (Meta/Pico) support a wireless connection to a PC via WiFi

For USB connections, usually a high-speed USB port is required (often 3.0 or later).
Still, USB link is usually transmitted compressed and tends to lower FPS, image quality and sometimes increase latency. Wireless transmission (like AirLink or SteamLink) usually requires newer WiFi standards (6e/7) and also relies on compression.

41
Q

Name specs from the HTC Vive Pro 2

A
  • 2448×2448 pixels per eye
  • 120 Hz display
  • 120 degree FOV
  • Steam Tracking 2.0
42
Q

Name specs fromt the HTC Vive Focus 3 as well as HTC Vive Cosmos Play/XR/Elite (2020)

A

HTC Vive Focus 3 (2021)
- Standalone Headset
- Inside-out tracking
- 2448×2448 pixels per eye
- 90 Hz

HTC Vive Cosmos Play/XR/Elite (2020)
- Inside-out tracking
- 2880×1700 pixels per eye
- Vive Reality System instead of Steam

43
Q

Name specs from the HTC VIVE Flow

A

HTC VIVE Flow
- Very small form factor device
- Flat lenses
- 3DOF tracking
- Driven by external battery/smartphone
- Overall not very good reviews

44
Q

Name specs HTC VIVE XR Elite, Oculus Quest, Oculus Quest 2, Oculus Quest 3

A

HTC VIVE XR Elite
- Similar form factor to Flow
- Flat lenses
- 6DOF tracking
- 1920 x 1920 pixels per eye
- Standalone device
- Hot-Swappable battery

Oculus Quest
* Standalone HMD
* Battery, CPU, GPU in the headset
* Inside out tracking with 4 cameras (not WMR)
* 1440 × 1600 pixels per eye @ 72 Hz

Oculus Quest 2
* Improved screen, GPU, CPU
* Cheaper than Quest 1
* Inferior (stepped) IPD adjustment
compared to Quest 1
* Shorter battery life, strap criticized to
be worse

Oculus Quest 3
* Updated SoC
* Improved Displays and Controllers
* 2 RGB cameras + ToF depth sensor
* Pancake lenses
* Improved colour passthrough and
hand tracking

45
Q

Name specs from the Meta Quest Pro

A

Meta Quest Pro
* High-end Quest successor
* Standalone Headset
* 1800 x 1920 pixels per eye @ 90 Hz

Features
* Mixed Reality (colour passthrough)
* Eye & face tracking
* Improved controllers

46
Q

Name specs from the Valve Index HMD

A

Valve Index HMD
* 1440×1600 pixels per eye
* Up to 144 Hz

Valve Index controllers
* Strips holds hands even when not gripped
* Sensors track hand position
SteamVR 2.0 Tracking

47
Q

describe the HMDs Samsung Odyssey+ and HP Reverb G2

A

Samsung Odyssey+:
Second generation WMR HMD
* 1440 X 1600 pixels per eye
* Inside out tracking
* Slightly improved WMR controllers

HP Reverb G2:
Co-developed by HP, Valve and Microsoft
* 2160 X 2160 pixel per eye
* Windows Mixed Reality with 4 cameras

Omniconcept Edition
* Special edition with additional sensors
* Eye tracking, pupillometry sensor
* Face camera, heart rate monitor
* For industry and academic research

48
Q

Describe the Varjo XR4 (Focal Edition), Pico G2 4k and Pico Neo 3 (Pro)

A

Varjo XR4 (Focal Edition)
* Dual mini-LED displays
* 3840 x 3744 pixels per eye at 51 PPD
* 120° x 105° field of view
* 20 MP passthrough cameras
* 51 PPD passthrough with Autofocus
* LIDAR with 7m range

Pico G2 4k:
* standalone
* 3DOF headset
* Very light (278g + headband)

Pico Neo 3 (Pro)
* standalone
* 6DOF Headset incl. controllers
* Similar to Oculus Quest (2) (Pico Store + Viveport)
* Wireless + Wired Streaming for PCVR

49
Q

Describe the Pico Neo 4, Pimax, Google Cardboard and the GearVR.

A

Pico Neo 4
* Quest/Quest Pro alternative
* Standalone Headset
* 2160 x 2160 pixels per eye @ 90 Hz
Features
* Mixed Reality (colour passthrough)
* Feature set similar to Quest Pro

Pimax
* Series of very high resolution HMDs
* Ultra-wide FOVs (claims up to 200
degrees for 8k X)
* SteamVR Tracking
* Bundled with Vive or Knuckle Controllers

Google Cardboard
* Use smartphones as standalone solutions
* very, very cheap (literally cardboard with 2 lenses)
* Not widely supported any more
* Overall not great quality, depending on the smartphone

GearVR
* Similar to cardboard
* Co-developed with Oculus
* Viewer and controller for some high-end Samsung smartphones
* Decent setup, relatively cheap
* Not commonly supported any more

50
Q

Describe the HoloLens (2) and the Magic Leap

A

Hololens is an AR device by Microsoft
* Transparent screens show AR content
* WMR tracking
* Hand tracking for interaction
* Hololens creates a mesh of the environment

Critizism:
* Hololens is quite limited in terms of displays
(Hololens: 34 degrees, Hololens 2: 52 degrees)
* Screen quality

Magic Leap

Consists of 2 parts:

“Lightwear” Headset
* HMD including sensors
* 2 lightfield displays

“Lightpack” tethered system:
* mobile mini-PC tethered to Lightwear
* Usually worn on the belt/in pocket
* Nvidia SOC

51
Q

Name a device where Oculus Constellation is used. Is it inside-out or outside-in tracking?

A

The original Oculus Rift HMD used a setup with 2-3 cameras and infrared LEDs hidden on the headset.

The LEDs on the headset and controllers
allow the system to identify the position and
rotation of headset and controllers.

It is outside-in tacking

52
Q

Name a few examples for outside-in tracking

A

Oculus Rift (hidden infrared LEDs in HMD)

Playstation VR (visible light)

Microsoft Kinect

Stereo Cameras

53
Q

Name a few examples for inside-out tracking

A

Wii Remote

Oculus Quest

Samsung Odyssey+