Multi-user Systems Alexander Grest agrest@student.ethz.ch [ h t - - PowerPoint PPT Presentation

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Multi-user Systems Alexander Grest agrest@student.ethz.ch [ h t - - PowerPoint PPT Presentation

Multi-user Systems Alexander Grest agrest@student.ethz.ch [ h t t p : / / w e b . m e d i a . m i t . e d u / ~ r a s k a r / U N C / O f f i c e ] The Office of the Future Projectors Project a


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SLIDE 1

Multi-user Systems

Alexander Grest

agrest@student.ethz.ch

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SLIDE 2

The Office of the Future

[ h t t p : / / w e b . m e d i a . m i t . e d u / ~ r a s k a r / U N C / O f f i c e ]

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Projectors

 Project a video signal onto a reflective projection

screen or a translucent rear-projection screen.

 Important characteristics: Resolution, light output,

contrast, …

 Important projection technologies:

 Cathode Ray T

ubes (CRT)

 Liquid crystal (LCD)  Micro-Mirrors (DLP)  etc.

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SLIDE 4

Digital Light Processing Projector (DLP)

 Microscopic mirrors arranged in an rectangular

array on a semiconductor chip called the Digital Micromirror Device (DMD)

–

Mirrors can be individually rotated to an off or

  • n state.

 Colors are produced by placing a color wheel

between a white lamp and the DLP chip.

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SLIDE 5

Telepresence

 Create the illusion of physical presence of a person that

is miles away.

 Goal: T

elepresence should be indistinguishable from physical presence.

[ h t t p : / / w w w . v t c t a l k . c

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SLIDE 6

Why Telepresence is important

 Face-to-Face meetings (or the

illusion thereof) are important for business.

 Air travel is expensive (and

annoying). Apart from air fares, cost appear for

–

Lost productivity of being inaccessible to colleagues and away from information and corporate resources

–

Lost time while being in an airliner or jet lagged („opportunity cost”)

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SLIDE 7

Traditional Videoconferencing fails

 Tiny remote participants, jerky motion, poor audio, etc.  It fails the human brain's „smell test”: Experience not

realistic.

 Most people prefer real face-to-face meetings.

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SLIDE 8

Eye Contact impossible

 Important aspect of face-to-face

communication.

 Provides many communication

fundamentals, such as

–

Feedback

–

Conversational regulation (turn taking)

–

Expressions that punctuate emotion.

 Impossible with traditional

videoconferencing systems.

[ T e l e p r e s e n c e , E f f e c t i v e V i s u a l C

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SLIDE 9

Contemporary Telepresence Systems

 Improve the experience by offering features such as

–

Life-size participants

–

Accurate flesh tones

–

Studio quality video, lightning and acoustics

[ T e l e p r e s e n c e , E f f e c t i v e V i s u a l C

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Still nowhere close of creating the illusion of physical presence.

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SLIDE 10

blue-c: Taking Telepresence to the next Level

 Goal: Seamless and realistic integration of a remotely

located user into a synthesized virtual space.

 User is located in a three-sided cube-like structure.  From multiple video streams, a 3D video representation

  • f the user is computed in real-time.

[ G r

  • s

s 2 3 ]

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SLIDE 11

blue-c: Setup

 Time multiplexing between image acquisition and image

projection.

 Walls are build from glass panels containing liquid crystal

layers.

–

Can be switched from an opaque state to a transparent state.

 Active stereo using two LCD projectors per screen.

[ G r

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s 2 3 ]

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blue-c: Image Acquisition

 Happens between the projection frames for the left and

right eye.

 User is actively illuminated during image acquisition.  Custom-build hardware to generate the neccessary

timing and trigger pattern.

[ G r

  • s

s 2 3 ]

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SLIDE 13

blue-c: 3D Processing

 3D Processing happens in real-time on a Linux PC cluster.  A point-based representation of the user is computed.

–

Allows efficient streaming, rendering and 3D compositing.

[ G r

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SLIDE 14

blue-c: Demo

[ G r

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SLIDE 15

DepthCube

[ A S

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i d

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t a t e M u l t i

  • p

l a n a r V

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u m e t r i c D i s p l a y b y A l a n S u l l i v a n ]

 Multi-planar volumetric display system.  A high speed projector projects slices of the 3D scene onto a

stack of LC shutters.

 Multi-planar anti-aliasing algorithms are used to create

continuous appearing 3D images.

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DepthCube: Applications

[ A S

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u m e t r i c D i s p l a y b y A l a n S u l l i v a n ]

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Eye Contact in One-To-Many Videoconferencing

 Major limitation of blue-c: One user per portal  One-T

  • -Many Videoconferencing: Single remote

participant attends a larger meeting.

[ J

  • n

e s 2 9 ]

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SLIDE 18

3D Image Acquisition

 4 repeated patterns

are projected onto face.

 Creates a depth map

image for the face.

 2D video feed allows

the remote participant to view their adience.

[ J

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e s 2 9 ]

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SLIDE 19

Autostereoscopic 3D Display

 2 brushed aluminium

display surfaces spinning at 900 rpm.

 Viewer's position is tracked

in the 2D video feed.

 Each projector frame can

addresses just one adience member.

[ J

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e s 2 9 ]

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SLIDE 20

Eye Contact in One-To-Many Videoconferencing

[ J

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C1x6: Multi-User 3D Display

 In 3D cinemas, there is only a single location from where

a person observes a perspectively correct view.

 C1x6: Each user is provided an individual stereoscopic

image pair (up to 6 users).

[ K u l i k 2 1 1 ]

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SLIDE 22

C1x6: Multi-User 3D Display

[ K u l i k 2 1 1 ]

 6 customized DLP projectors, each of which projects

images in one of the primary colors.

 Modern DLP projectors rotate the color wheel at least

twice per video frame while 60 Hz input is provided (→ running at 120 Hz).

–

This allows 6 different images at 360 Hz.

 Different polarizing of the light output of the first three

projectors than those of the second three.

–

12 different full-color images.

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C1x6: Multi-User 3D Display

[ K u l i k 2 1 1 ]

 Usual LC Shutters: Close quickly ( < 0.2 ms) and open

slowly ( > 2 ms).

 Double cell shutter:

–

Regular shutter that is transparent if no voltage is applied (NW).

–

Second shutter is opaque if no voltage is applied (NB).

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C1x6: Group navigation

[ K u l i k 2 1 1 ]

 Perception of a consistant virtual world of all users.

–

Users are placed in the same spatial configuration as in the real world (apart from scaling factor).

–

When virtually navigating, not all users might fit through a constriction such as a door.

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SLIDE 25

C1x6: Group navigation

[ K u l i k 2 1 1 ]

3 Detour

 Move user along a

collision-free path while maintaining a perspectivly correct rendering. 2

Disort

 Move head position of

colliding user towards head position of navigator.

 Distortion of the

perspective.

1 Stop and crowd

 Stop the navigation if

  • ne users collides.

1 Stop and crowd

 Stop the navigation if

  • ne users collides.

4 Fade

 If user is on a path

towards an obstacle, fade obstacle out.

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SLIDE 26

Multi-User Interaction in the Office

 Multi-touch tabletop  Handheld projectors  Multi-projector tiled display walls

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Multi-Projector Tiled Displays

Traditionally Today

 Single projector  … but projectors are cheap.  Flipchart with many sheets of

  • paper. Sheets can be teared off

and hanged somewhere.

 Classrooms with multiple

blackboards, often wrapping around the room. Combine multiple projectors to form a single large display surface.

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Multi-Projector Tiled Displays: Setup

 Scalable  Reconfigurable  Easily installable

Plug-and-play projector (PPP) Camera Infrared Illuminator Projector Computation Unit

[ R

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Multi-Projector Tiled Displays: Setup

 N PPPs casually arranged in a rectangular array.

–

Overlapping between neighbours.

 PPPs use constant IP multicast group for communication.

[ R

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Multi-Projector Tiled Displays: Registration

 Each PPP projects 4 QR codes (one per corner) containing

its IP address / port.

 Each PPP broadcasts the location of each neighbour along

with the associated IP-address.

 Each PPP builds the connectivity graph for the entire

display.

[ R

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a n 2 1 ]

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SLIDE 31

Multi-Projector Tiled Displays: Geometric Registration

 PPPs might not be perfectly aligned at their boundaries.

–

Visible breaks in the image content.

 Relation between the coordinates of two projectors can

be described ba a 3 x 3 matrix H called planar homography.

[ R

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a n 2 1 ]

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Multi-Projector Tiled Displays: Geometric Registration

 QR codes are augmented with blobs embedded in the quiet zone.  Step 1: Each PPP detect self-homography between its projector

and camera.

 Step 2: Detect homographies with its adjacent projector.  Step 3: Concatenate self-homography with homography of

adjacent projectors.

[ R

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SLIDE 33

Multi-Projector Tiled Displays: Interaction

 We assume hand guestures for interaction.  No centralized server, each PPP manages observed actions of

the user.

[ R

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a n 2 1 ]

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Multi-Projector Tiled Displays: Gestures

 A gesture is a sequence of action.  If action occurs in an area that multiple PPPs overlap, the PPP

with the lowest ID is responsible for tracking it.

 If a gesture moves into the neighborhood of an adjacent PPP,

send an anticipatory message.

[ R

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a n 2 1 ]

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Multi-Projector Tiled Displays: Reactions

 React to Action, not to Gestures  Reaction monstly application specific  All PPPs might need to react to a user action.

[ R

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a n 2 1 ]

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Multi-Projector Tiled Displays: Virtual Graffiti

[ R

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a n 2 1 ]

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Multi-Projector Tiled Displays: Map Visualization

[ R

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a n 2 1 ]

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Multi-Projector Tiled Displays: Emergency Room

[ R

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a n 2 1 ]

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Summary

2 1

Telepresence

Contemporary telepresence is not enough

Blue-c: Time multiplexing between image aquisition and projection

Eye contact in One-T

  • -Many

Videoconferencing

Multi-User 3D Display

C1x6: Up two 12 different images using 6 DLP projectors.

4

Group Navigation

Fade or detour.

3

Multi-User 3D Display

C1x6: Up two 12 different images using 6 DLP projectors.

5

Tiled Displays

Plug-and-Play Projectors (PPP)

Completly distributed registration, guesture- and reaction management.

2

Volumetric Displays

DepthCube

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SLIDE 40

Thank you!

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References

[Gross2003] Markus Gross, Stephan Wurmlin, Martin Naef, Edouard Lamboray, Christian Spagno, Andreas Kunz, Esther Koller-Meier, Tomas Svoboda, Luc Van Gool, Silke Lang, Kai Strehlke, Andrew Vande Moere, Oliver Staadt

blue-c: a spatially immersive display and 3D video portal for telepresence

Proceedings of ACM SIGGRAPH'03, Pages 819-827, San Diego, CA, USA, 2003. [Jones2009] Andrew Jones, Magnus Lang, Graham Fyffe, Xueming Yu, Jay Busch, Ian McDowall, Mark Bolas, Paul Debevec

Achieving Eye Contact in a One-to-Many 3D Video T eleconferencing System

Proceedings of ACM SIGGRAPH'09, Article No. 64, New Orleans, LA, USA, 2009. [Kulik2011] Alexander Kulik, Andre Kunert, Stephan Beck, Roman Reichel, Roland Blach, Armin Zink, Bernd Froehlich

C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments

Proceedings of ACM SIGGRAPH Asia '11, Hong Kong, 2011. [Roman2010] Pablo Roman, Maxim Lazarov, Aditi Majumder

A scalable distributed paradigm for multi-user interaction with tiled rear projection display walls

In IEEE T ransactions on Visualization and Computer Graphics, Vol.16, No.6, 2010.