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Moving Innovative Game Technology
from the Lab to the Living Room
Richard Marks
Sony Computer Entertainment
Richard Marks - Background
Parents opened a video game shop in 1983
Avionics/medieval literature @ MIT
Robotics/computer vision @ Stanford/MBARI
PlayStation R&D for 13 years
computer vision
physical simulation
man-machine interfaces
experience engineering
EyeToy, PlayStation Eye,
PlayStation Move
3
Video games are a serious business
 For the last 8 years, video game sales revenues have exceeded
box-office receipts
 56% of US households own a current-gen video game console
 Nearly half of US children ages 6-12 own a Nintendo DS
 Over 150 US universities offer video game programs/degrees
 EyeToy franchise earned >$600 million revenue
 PlayStation Move has earned >$1billion revenue
4
Video games incorporate serious technology
Graphics
Processing
Display
Input
Future trends
Video games offer a unique platform for pursuing
bleeding-edge technology
5
Graphics
• Real-time 3D driving force
• Voodoo graphics 3D card
 2M triangles/sec, 40Mtexels/sec
• Nintendo 64:
 “SGI workstation in your living room”
• PlayStation 2
 Embedded DRAM – 2560 bit RAM bus
 “Toy Story in your living room”
• Xbox 360:
 500M triangles/sec, 8Gtexels/sec
• PS3: Quantic Dream – “Kara”
5
6
Processing
• Driving force for price/performance
• Benefit from all forms of parallelism
• Games often used as PC benchmark
• Examples: Emotion engine, Cell processor
• Cloud computing
• Gaming is pushing boundaries on using
cloud for real-time interaction
6
7
Display
• Home 3D
• Fully interactive 3D
• Dual View
• Portable 3D
• 3DS – glasses free, 3d strength slider
• Immersive
• HMD (Head Mount Display)
7
8
Input
8
9
Degree of interaction
 Games previously….
“L1 o ” PS2
Cameras
Microphones
Gamepad
Inertial
Etc.
PS3 “42”
 Games now….
10
From Lab….
11
…to Living Room
12
From Research….
13
…to Product Launch
14
EyeToy
• CMOS sensor and CMOS USB1.1/compression chip
–320x240, 60 frames/sec MPEG I-frames
–Automatic or manual exposure, gain, white balance
–Controllable compression settings
• Lens
–56 degree diagonal FOV
–1.5 F/#
• 16 kHz, 16-bit microphone
14
15
EyeToy
15
16
• Per-pixel depth sensing
• Active illumination
• Triangulation
• Time-of-flight
Depth camera research
16
Object
Laser pattern Camera
11 cm
17
Depth camera research
17
18
Depth camera research
18
Depth
image Real-time Motion Capture
See http://kinecthacks.com
19
• ¼” CMOS sensor
• 640x480, 60 frames/sec raw
• 320x240, 120 frames/sec raw
• 6 micron pixels!
• Increased low-light sensitivity
• Uncompressed Video
• No artifacts
• Software demosaicking
• USB bulk transfer (low CPU overhead)
• 56/75 degree dual-FOV lens
• <1% distortion, fixed focus (0.5m to 10m)
• Omni-directional 4-microphone linear array
• 48 kHz, 16-bits per channel
PlayStation Eye
19
20
Improved Tracking
20
21
PlayStation Move
New spatial controller for PS3
•Provides spatial 3D input
(position and orientation)
•Works with PlayStation Eye
•Tracks precisely and
responsively (low latency)
•Enables new kinds of
entertainment experiences
21
22
From Lab to Living Room
 Conceptual prototype
 Functional prototype
<iterate>
 Engineering prototype
<iterate>
 Design prototype
<iterate>
 Mass production
23
Hardware description
23
• 45mm sphere with internal RGB LED
• 3-axis accelerometer, +-6g
• 3-axis gyro, +-3000deg/sec
• 3-axis magnetometer
• 8-bit rumble
• Bluetooth wireless, Lion rechargeable battery
• Analog T button, large Move button
• One-handed “Handle” design
24
How it works
PlayStation Eye is used to track the
3D position of the sphere
•Detection based on color
•Shape-based model fit to edges
Data fusion using Unscented Kalman filter
•Full state recovery and bias estimation
•Exploits sensor redundancy
24
25
Sphere Tracking
25
 Sphere projects to a unique ellipse
in the PS Eye video
 Color segmentation for
detection
 Edge-based model fitting
to recover ellipse parameters
 Issues: occlusion, motion blur,
rolling shutter, sphere/LED
variance, etc.
26
Future trends
Input is still a hot area
Life gaming
• Nike Fuel
• Google glasses
• Four Square
Total immersion
• Head mount displays
Haptic feedback
• Rich vibration, electrostatic
27
Thank you!
 Demo
 Q&A
28
Research models
 Push
• Research group pushes technology out of lab and into product groups
• Tough because product groups have schedules
• Example: EyeToy
 Pull
• Tends to be evolutionary, not revolutionary
• Less freedom, but certainty of usefulness
• Example: PlayStation Voice Recognition
 Stockpile
• What do we do with this? Don’t know, save it for later.
• Most common model for large research groups

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Moving Innovative Game Technology from the Lab to the Living Room

  • 1. Moving Innovative Game Technology from the Lab to the Living Room Richard Marks Sony Computer Entertainment
  • 2. Richard Marks - Background Parents opened a video game shop in 1983 Avionics/medieval literature @ MIT Robotics/computer vision @ Stanford/MBARI PlayStation R&D for 13 years computer vision physical simulation man-machine interfaces experience engineering EyeToy, PlayStation Eye, PlayStation Move
  • 3. 3 Video games are a serious business  For the last 8 years, video game sales revenues have exceeded box-office receipts  56% of US households own a current-gen video game console  Nearly half of US children ages 6-12 own a Nintendo DS  Over 150 US universities offer video game programs/degrees  EyeToy franchise earned >$600 million revenue  PlayStation Move has earned >$1billion revenue
  • 4. 4 Video games incorporate serious technology Graphics Processing Display Input Future trends Video games offer a unique platform for pursuing bleeding-edge technology
  • 5. 5 Graphics • Real-time 3D driving force • Voodoo graphics 3D card  2M triangles/sec, 40Mtexels/sec • Nintendo 64:  “SGI workstation in your living room” • PlayStation 2  Embedded DRAM – 2560 bit RAM bus  “Toy Story in your living room” • Xbox 360:  500M triangles/sec, 8Gtexels/sec • PS3: Quantic Dream – “Kara” 5
  • 6. 6 Processing • Driving force for price/performance • Benefit from all forms of parallelism • Games often used as PC benchmark • Examples: Emotion engine, Cell processor • Cloud computing • Gaming is pushing boundaries on using cloud for real-time interaction 6
  • 7. 7 Display • Home 3D • Fully interactive 3D • Dual View • Portable 3D • 3DS – glasses free, 3d strength slider • Immersive • HMD (Head Mount Display) 7
  • 9. 9 Degree of interaction  Games previously…. “L1 o ” PS2 Cameras Microphones Gamepad Inertial Etc. PS3 “42”  Games now….
  • 14. 14 EyeToy • CMOS sensor and CMOS USB1.1/compression chip –320x240, 60 frames/sec MPEG I-frames –Automatic or manual exposure, gain, white balance –Controllable compression settings • Lens –56 degree diagonal FOV –1.5 F/# • 16 kHz, 16-bit microphone 14
  • 16. 16 • Per-pixel depth sensing • Active illumination • Triangulation • Time-of-flight Depth camera research 16 Object Laser pattern Camera 11 cm
  • 18. 18 Depth camera research 18 Depth image Real-time Motion Capture See http://kinecthacks.com
  • 19. 19 • ¼” CMOS sensor • 640x480, 60 frames/sec raw • 320x240, 120 frames/sec raw • 6 micron pixels! • Increased low-light sensitivity • Uncompressed Video • No artifacts • Software demosaicking • USB bulk transfer (low CPU overhead) • 56/75 degree dual-FOV lens • <1% distortion, fixed focus (0.5m to 10m) • Omni-directional 4-microphone linear array • 48 kHz, 16-bits per channel PlayStation Eye 19
  • 21. 21 PlayStation Move New spatial controller for PS3 •Provides spatial 3D input (position and orientation) •Works with PlayStation Eye •Tracks precisely and responsively (low latency) •Enables new kinds of entertainment experiences 21
  • 22. 22 From Lab to Living Room  Conceptual prototype  Functional prototype <iterate>  Engineering prototype <iterate>  Design prototype <iterate>  Mass production
  • 23. 23 Hardware description 23 • 45mm sphere with internal RGB LED • 3-axis accelerometer, +-6g • 3-axis gyro, +-3000deg/sec • 3-axis magnetometer • 8-bit rumble • Bluetooth wireless, Lion rechargeable battery • Analog T button, large Move button • One-handed “Handle” design
  • 24. 24 How it works PlayStation Eye is used to track the 3D position of the sphere •Detection based on color •Shape-based model fit to edges Data fusion using Unscented Kalman filter •Full state recovery and bias estimation •Exploits sensor redundancy 24
  • 25. 25 Sphere Tracking 25  Sphere projects to a unique ellipse in the PS Eye video  Color segmentation for detection  Edge-based model fitting to recover ellipse parameters  Issues: occlusion, motion blur, rolling shutter, sphere/LED variance, etc.
  • 26. 26 Future trends Input is still a hot area Life gaming • Nike Fuel • Google glasses • Four Square Total immersion • Head mount displays Haptic feedback • Rich vibration, electrostatic
  • 28. 28 Research models  Push • Research group pushes technology out of lab and into product groups • Tough because product groups have schedules • Example: EyeToy  Pull • Tends to be evolutionary, not revolutionary • Less freedom, but certainty of usefulness • Example: PlayStation Voice Recognition  Stockpile • What do we do with this? Don’t know, save it for later. • Most common model for large research groups