holus - glassless 3d system and modular apparatus
TRANSCRIPT
Dr D, Kais & Dhruv Adhia – H+ & UBC
© Kais Dridi & Dhruv Adhia
Glassless Tabletop 3D system for MulDple Users
Using a source rectangle plus a slide / 1-‐ the pyramid case
object
source
detector
image
The resulted image can sDll be seen even though with much lower resoluDon. The key point is there is no distorDon.
1
Change the source here, as if rays have ben launched from a 2D screen.
© Kais Dridi & Dhruv Adhia
Using a source rectangle plus a slide / 2-‐ the cone case
source
detector
image
2
object
© Kais Dridi & Dhruv Adhia
Using a source rectangle plus a slide / 2-‐ the cone case – second config.
3
Just moved up the source and adjust the posiDon and widths of the detector (trying to capture the whole image). The resulted image is completely distorted in both direcDons, with a heavy distorDon within the lateral direcDon, as expected.
© Kais Dridi & Dhruv Adhia
4
Play a lit bit with the source pixels posiDons (±), the pixels at image can be aligned; however, nothing changes in the lateral direcDon in terms of ray divergence, which has a direct impact on the distorDon of the image.
© Kais Dridi & Dhruv Adhia
5
If we increase the number of pixels (say, array of 4×5 rays)
@ source detector
@ image detector
source
image
© Kais Dridi & Dhruv Adhia
6
source
reverse case checked P
source
the idea here is to do a “side” projecDon (i.e. put the source matrix beside the cone, not on the top as previously).
© Kais Dridi & Dhruv Adhia
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to display a parDcular view (‘slot’) of the 3D object, say a rectangle for example, two requirements must be saDsfied:
1) the pixels of that parDcular “slot” must be re-‐arranged in a very parDcular manner that depends on the size of the slot, and all the geometry involved in the system.
2) parDcular designed opDcs (e.g. lenDcular lens sheets/mirrors??) whose role is to direct rays towards specific points on the cone screen, so that when rays are reflected, we obtain see the exact shape we want.
both points (1) and (2) will require precise geometrical posiDons (i.e. coordinates) of the pixels (i.e. sources) with respect to the cone.
© Kais Dridi & Dhruv Adhia
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Therefore, the key point here is that to be able to see a side of a given character displayed on a cone side – without distorDon – we need to know what should be the pixels’ posiDons on the 2D display screen (posiDons = x, y, and z coordinates, plus the angles – i.e. the direcDon cosines of the rays that will be emiged from the pixels).
1 – Take one side of the character;
2 – Project it on the cone from the viewer plane (i.e. as if the viewer is watching the character side w/o distorDon);
3 – Save the data (pixels) on the detector (data = X, Y, Z, plus direcDon cosines);
4 – Take these data and re-‐simulate the system (with Zemax) – just as a mager of verificaDon;
5 – A – Program the data on a real 2D display screen; B – Think of what opDcs should be designed to match the exact pixels and bend the rays to their exact posiDons
The idea is to reverse things and imagine that we are seeing a true image from one cone side – as with the pyramid – in front of our eyes. This means in other words that parallel rays are coming towards our eyes without any divergence in any direcDon. This means also that all the pixels have been projected equidistantly….to do this let’s imagine that our source is projecDng images from the side of the cone rather than from its top. Amer the projecDon a detector can read the different coordinates on the display screen. This will lead us to generate sources/rays from these coordinates so that when they get projected toward our eyes, we get the right image.
Summary…
© Kais Dridi & Dhruv Adhia
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Seong a frame/template to know the maximum size of a character to be displayed.
© Kais Dridi & Dhruv Adhia
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It is very important to define what is the maximum area that one can use to display a parDcular side of an object. This ensure that we can project/display any side within that sort of “frame”.
© Kais Dridi & Dhruv Adhia
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How the pixels within the 2D screen look like, when we consider two sides, of a given digital asset
© Kais Dridi & Dhruv Adhia
14 © Kais Dridi -‐ UBC
One can think of a matrix of mirrors, where each one of them can reflect a ray into a parDcular direcDon. Array for one direcDon projecDon (i.e. one side)
For the moment, assuming the distance between pixels is ~ 80-‐100 μm, a feature of 10-‐20 μm will be very suitable
The opDcs side
© Kais Dridi & Dhruv Adhia
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Get an idea about the size/dimensions
Digital Micro-‐mirror Device (DMD) from Texas Instruments
© Kais Dridi & Dhruv Adhia
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Get an idea about the size/dimensions
Digital Micro-‐mirror Device (DMD) from Texas Instruments
© Kais Dridi & Dhruv Adhia
For a cone (r2, r1, h = 5, 0.5, 4.5)
Source point (1W) cone ang 10°
Total power = 0.846 W
ProjecDon from a source point – into a cone
© Kais Dridi & Dhruv Adhia
Total power = 0.943 W
Source point (1W) cone angle 10°
ProjecDon from a source point – into a pyramid
© Kais Dridi & Dhruv Adhia
the idea here is to do a “side” projecDon (i.e. put the source matrix beside the cone, not on the top as previously).
source source
image
exchange: image ßà source? © Kais Dridi & Dhruv Adhia
The following is when z2 of the cone is changed to 5.5, so that alpha becomes ~ 33°.
Effect of angle of cone edge line (to be studied further, using the opDmizaDon tool of Zemax).
© Kais Dridi & Dhruv Adhia
LenDcular Array
The lens is used to create lem eye and Right eye image giving depth to the informaDon
© Kais Dridi & Dhruv Adhia
Embedding lenDcular lens setup
Every slit on lenDcular lens magnifies different image. In the case of Holus, we render 36 different views. 9 views are rendered per side of pyramid structure. The lens further magnifies different perspecDve based On user posiDon which overcomes the need of posiDon Tracking or eye tracking providing glassless 3D Experience.
© Kais Dridi & Dhruv Adhia
Glassless 3D displays have a “parallax barrier” that directs different light into each of your eyes when you enable the 3D feature. With the 3D feature disabled, the barrier is disabled so the same light reaches both of your eyes, resulKng in the 2D look. With 3D enabled, bits of the light are blocked from reaching either eye. Each eye sees a different image, creaKng the 3D look and the illusion of depth in your brain.
Credits
© Kais Dridi & Dhruv Adhia
Holus ProjecDon mediums opDons
Requires two layers, one for reorienDng light using MEMS system and another using lenDcular lens
Requires one layer just for lenDcular lens
© Kais Dridi & Dhruv Adhia
Conclusion The purpose of such a setup is to keep the enKre system cost effecKve and high resoluKon. Similar system has been achieved, it however requires 103 micro projectors in order achieve 360 degree experience as shown in the figure below. Each perspecKve is 100x100 pixels in resoluKon. With Holus setup we are able to over the low image quality and cost of setup. Current challenges do include on requirement of high end CPUs such as Intel Xeon E5-‐2699 processor for 36 views to be simultaneously rendered where each view includes le[ eye and right eye perspecKve.
© Kais Dridi & Dhruv Adhia