A talk from the Develop Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Ryan Damm (Visby): Light Fields & Polygons: Making Sense of New Image Formats
Augmented and Virtual Reality displays have tremendous potential, but to unlock their true power they require a revolution in imaging and visualization. Going beyond 2D images, these displays have to potential to leverage 3D 'volumetric' representations, as well as 4D light fields, to display visually richer scenes. This session will examine the range of imaging options today, including their strengths and weaknesses. We'll also cover the likely developments in the near future, and how these developments will impact different verticals.
http://AugmentedWorldExpo.com
2. WHAT WE’LL COVER: IMAGES
• Major image formats of the future
• Compare/contrast each
• Look at where they fit in
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3. • No current standards
• Display hardware ahead of software /
imaging stack
• Standards bodies lagging
• Market will determine winner
• Quality / performance will (probably) win
WHY IMAGE FORMATS?
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4. WHY IMAGE FORMATS?
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• No current standards
• Display hardware ahead of software /
imaging stack
• Standards bodies lagging
• Market will determine winner
• Quality / performance will (probably) win
12. • As an image format: R, G, B,
Depth
• Depth carried along with pixel
value
• Often seen as acquisition /
intermediate format
RGB + DEPTH
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x,y raster of
R,G,B,D values:
<255,128,16,128>
13. • Polygons + pixels
• Typically plays back in game
engine
• Lots of different capture /
translation techniques being
developed
VOLUMETRIC
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14. • Polygons + pixels
• Typically plays back in game
engine
• Lots of different capture /
translation techniques being
developed
VOLUMETRIC
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Mesh (vertex lists, etc) for shape
Textures (u,v maps) for color
15. • Represent light directly: location and
direction
• Subsample / shuffle rays for view synthesis
• Capture: lots of cameras
LIGHT FIELD
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BUT WHAT ARE
THEY GOOD FOR?
Good, Bad, and Ugly.
17. • It Works!
• Extends existing standard
• Re-uses robust video tech stack
• Compression, delivery, decode
• Hardware accelerated, etc
RGB + DEPTH: Good
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18. • Very small parallax
• No roundness*, specularity
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*high-resolution, stereo 3D can fake this for small ranges
RGB + DEPTH: Bad
21. • It works!
• Re-uses robust tech stack
• Large movement space
• Allows for rich interactivity
VOLUMETRIC: The Good
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22. • Capture is an open question
• Compression is tough
VOLUMETRIC: The Bad
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