72 research outputs found

    Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.

    Get PDF
    © 2016 IEEE.Latency-the delay between a users action and the response to this action-is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space-but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of 1 ms from tracker to pixel. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of 1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system-one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours

    A novel approach to programmable imaging using MOEMS

    Get PDF
    New advancements in science are frequently sparked by the invention of new instruments. Possibly the most important scientific instrument of the past fifty years is the digital computer. Among the computers many uses and impacts, digital imaging has revolutionized images and photography, merging computer processing and optical images. In this thesis, we merge an additional reconfigurable micro-mechanical domain into the digital imaging system, introducing a novel imaging method called Programmable Imaging. With our imaging method, we selectively sample the object plane, by utilizing state-of-the-art Micro-Optical-Electrical-Mechanical Systems (MOEMS) of mirror arrays. The main concept is to use an array of tiny mirrors that have the ability to tilt in different directions. Each mirror acts as an “eye” which images a scene. The individual images from each mirror are then reassembled, such that all of the information is placed into a single image. By exact control of the mirrors, the object plane can be sampled in a desired fashion, such that post-processing effects, such as image distortion and digital zoom, that are currently performed in software can now be performed in real time in hardware as the image gets captured. It is important to note that even for different sampling or imaging functions, no hardware components or settings are changed in the system.In this work, we present our programmable imaging system prototype. The MOEMS chipset used in our prototype is the Lucent LambdaRouter mirror array. This device contains 256 individually-controlled micro-mirrors, which can be tilted on both the x and y axes ±8o. We describe the theoretical model of our system, including a system model, capacity model, and diffraction results. We experimentally prototype our programmable imaging system using both a single mirror, followed by multiple mirrors. With the single mirror imaging, we explore examples related to single projection systems and give details of our required mirror calibration. Using this technique, we show mosaic images, as well as images in which a single pixel was extracted for every mirror tilt. Using this single pixel approach, the greatest capabilities of our programmable imaging are realized. When using multiple mirrors to image an object, new features of our system are demonstrated. In this case, the object plane can be viewed from different perspectives. From these multi-perspective images, virtual 3-D images can be created. In addition, stereo depth estimation can be performed to calculate the distance between the object and the image plane. This depth measurement is significant, as the depth information is taken with only one image from only one camera.Ph.D., Electrical Engineering -- Drexel University, 200

    Depth Image-Based Rendering for Full Parallax Displays: Rendering, Compression, and Interpolation of Content for Autostereoscopic Poster and Video Displays

    Get PDF
    Advancements in production and display techniques allowed for novel displays to emerge that project a high-resolution light field for static poster content and video content, as well. These displays allow a full parallax, hence an audience can perceive a stereoscopic view of a scene without special glasses, which adjusts to the observer's position. The application of such displays are public places where the audience does not wear special glasses and is not restricted in movement. The rendering, storage, and transfer of the large amount of data required by those displays is a challenge. The image data for a static poster display is about 200 GB and the data rate for video displays are to be expected two to four orders of magnitude higher than HDTV. In this work the challenges are met by utilising DIBR to reduce the amount of data at the very beginning, during rendering. A fraction of the full amount of colour and depth images are rendered and used to interpolate the full data set. The rendering with state of the art ray tracers is described and a novel method to render image data for full parallax displays using OpenGL is contributed, that addresses some shortcomings of previous approaches. For static poster displays a scene based representation for image interpolation is introduced, which efficiently utilises multi-core processors and graphics hardware for parallelization, found on modern workstations. The introduced approach implements lossy compression of the input data, and handles arbitrary scenes, using a novel BNV selection algorithm. For video displays the real-time constraint does not allow for a costly interpolation or scene analysis. Hence, a novel approach is presented that uses a basic and computational inexpensive interpolation, and combines the interpolation results of different image representations without introducing prominent artefacts

    NASA Tech Briefs, July 1993

    Get PDF
    Topics include: Data Acquisition and Analysis: Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery; Fabrication Technology; Mathematics and Information Sciences; Life Sciences

    Low Latency Rendering with Dataflow Architectures

    Get PDF
    The research presented in this thesis concerns latency in VR and synthetic environments. Latency is the end-to-end delay experienced by the user of an interactive computer system, between their physical actions and the perceived response to these actions. Latency is a product of the various processing, transport and buffering delays present in any current computer system. For many computer mediated applications, latency can be distracting, but it is not critical to the utility of the application. Synthetic environments on the other hand attempt to facilitate direct interaction with a digitised world. Direct interaction here implies the formation of a sensorimotor loop between the user and the digitised world - that is, the user makes predictions about how their actions affect the world, and see these predictions realised. By facilitating the formation of the this loop, the synthetic environment allows users to directly sense the digitised world, rather than the interface, and induce perceptions, such as that of the digital world existing as a distinct physical place. This has many applications for knowledge transfer and efficient interaction through the use of enhanced communication cues. The complication is, the formation of the sensorimotor loop that underpins this is highly dependent on the fidelity of the virtual stimuli, including latency. The main research questions we ask are how can the characteristics of dataflow computing be leveraged to improve the temporal fidelity of the visual stimuli, and what implications does this have on other aspects of the fidelity. Secondarily, we ask what effects latency itself has on user interaction. We test the effects of latency on physical interaction at levels previously hypothesized but unexplored. We also test for a previously unconsidered effect of latency on higher level cognitive functions. To do this, we create prototype image generators for interactive systems and virtual reality, using dataflow computing platforms. We integrate these into real interactive systems to gain practical experience of how the real perceptible benefits of alternative rendering approaches, but also what implications are when they are subject to the constraints of real systems. We quantify the differences of our systems compared with traditional systems using latency and objective image fidelity measures. We use our novel systems to perform user studies into the effects of latency. Our high performance apparatuses allow experimentation at latencies lower than previously tested in comparable studies. The low latency apparatuses are designed to minimise what is currently the largest delay in traditional rendering pipelines and we find that the approach is successful in this respect. Our 3D low latency apparatus achieves lower latencies and higher fidelities than traditional systems. The conditions under which it can do this are highly constrained however. We do not foresee dataflow computing shouldering the bulk of the rendering workload in the future but rather facilitating the augmentation of the traditional pipeline with a very high speed local loop. This may be an image distortion stage or otherwise. Our latency experiments revealed that many predictions about the effects of low latency should be re-evaluated and experimenting in this range requires great care

    Global Shipping Container Monitoring Using Machine Learning with Multi-Sensor Hubs and Catadioptric Imaging

    Get PDF
    We describe a framework for global shipping container monitoring using machine learning with multi-sensor hubs and infrared catadioptric imaging. A wireless mesh radio satellite tag architecture provides connectivity anywhere in the world which is a significant improvement to legacy methods. We discuss the design and testing of a low-cost long-wave infrared catadioptric imaging device and multi-sensor hub combination as an intelligent edge computing system that, when equipped with physics-based machine learning algorithms, can interpret the scene inside a shipping container to make efficient use of expensive communications bandwidth. The histogram of oriented gradients and T-channel (HOG+) feature as introduced for human detection on low-resolution infrared catadioptric images is shown to be effective for various mirror shapes designed to give wide volume coverage with controlled distortion. Initial results for through-metal communication with ultrasonic guided waves show promise using the Dynamic Wavelet Fingerprint Technique (DWFT) to identify Lamb waves in a complicated ultrasonic signal

    NASA Tech Briefs, September 2010

    Get PDF
    Topics covered include: Instrument for Measuring Thermal Conductivity of Materials at Low Temperatures; Multi-Axis Accelerometer Calibration System; Pupil Alignment Measuring Technique and Alignment Reference for Instruments or Optical Systems; Autonomous System for Monitoring the Integrity of Composite Fan Housings; A Safe, Self-Calibrating, Wireless System for Measuring Volume of Any Fuel at Non-Horizontal Orientation; Adaptation of the Camera Link Interface for Flight-Instrument Applications; High-Performance CCSDS Encapsulation Service Implementation in FPGA; High-Performance CCSDS AOS Protocol Implementation in FPGA; Advanced Flip Chips in Extreme Temperature Environments; Diffuse-Illumination Systems for Growing Plants; Microwave Plasma Hydrogen Recovery System; Producing Hydrogen by Plasma Pyrolysis of Methane; Self-Deployable Membrane Structures; Reactivation of a Tin-Oxide-Containing Catalys; Functionalization of Single-Wall Carbon Nanotubes by Photo-Oxidation; Miniature Piezoelectric Macro-Mass Balance; Acoustic Liner for Turbomachinery Applications; Metering Gas Strut for Separating Rocket Stages; Large-Flow-Area Flow-Selective Liquid/Gas Separator; Counterflowing Jet Subsystem Design; Water Tank with Capillary Air/Liquid Separation; True Shear Parallel Plate Viscometer; Focusing Diffraction Grating Element with Aberration Control; Universal Millimeter-Wave Radar Front End; Mode Selection for a Single-Frequency Fiber Laser; Qualification and Selection of Flight Diode Lasers for Space Applications; Plenoptic Imager for Automated Surface Navigation; Maglev Facility for Simulating Variable Gravity; Hybrid AlGaN-SiC Avalanche Photodiode for Deep-UV Photon Detection; High-Speed Operation of Interband Cascade Lasers; 3D GeoWall Analysis System for Shuttle External Tank Foreign Object Debris Events; Charge-Spot Model for Electrostatic Forces in Simulation of Fine Particulates; Hidden Statistics Approach to Quantum Simulations; Reconstituted Three-Dimensional Interactive Imaging; Determining Atmospheric-Density Profile of Titan; Digital Microfluidics Sample Analyzer; Radiation Protection Using Carbon Nanotube Derivatives; Process to Selectively Distinguish Viable from Non-Viable Bacterial Cells; and TEAMS Model Analyzer

    Real-time Neuromorphic Visual Pre-Processing and Dynamic Saliency

    Get PDF
    The human brain is by far the most computationally complex, efficient, and reliable computing system operating under such low-power, small-size, and light-weight specifications. Within the field of neuromorphic engineering, we seek to design systems with facsimiles to that of the human brain with means to reach its desirable properties. In this doctoral work, the focus is within the realm of vision, specifically visual saliency and related visual tasks with bio-inspired, real-time processing. The human visual system, from the retina through the visual cortical hierarchy, is responsible for extracting visual information and processing this information, forming our visual perception. This visual information is transmitted through these various layers of the visual system via spikes (or action potentials), representing information in the temporal domain. The objective is to exploit this neurological communication protocol and functionality within the systems we design. This approach is essential for the advancement of autonomous, mobile agents (i.e. drones/MAVs, cars) which must perform visual tasks under size and power constraints in which traditional CPU or GPU implementations to not suffice. Although the high-level objective is to design a complete visual processor with direct physical and functional correlates to the human visual system, we focus on three specific tasks. The first focus of this thesis is the integration of motion into a biologically-plausible proto-object-based visual saliency model. Laurent Itti, one of the pioneers in the field, defines visual saliency as ``the distinct subjective perceptual quality which makes some items in the world stand out from their neighbors and immediately grab our attention.'' From humans to insects, visual saliency is important for the extraction of only interesting regions of visual stimuli for further processing. Prior to this doctoral work, Russel et al. \cite{russell2014model} designed a model of proto-object-based visual saliency with biological correlates. This model was designed for computing saliency only on static images. However, motion is a naturally occurring phenomena that plays an essential role in both human and animal visual processing. Henceforth, the most ideal model of visual saliency should consider motion that may be exhibited within the visual scene. In this work a novel dynamic proto-object-based visual saliency is described which extends the Russel et. al. saliency model to consider not only static, but also temporal information. This model was validated by using metrics for determining how accurate the model is in predicting human eye fixations and saccades on a public dataset of videos with attached eye tracking data. This model outperformed other state-of-the-art visual saliency models in computing dynamic visual saliency. Such a model that can accurately predict where humans look, can serve as a front-end component to other visual processors performing tasks such as object detection and recognition, or object tracking. In doing so it can reduce throughput and increase processing speed for such tasks. Furthermore, it has more obvious applications in artificial intelligence in mimicking the functionality of the human visual system. The second focus of this thesis is the implementation of this visual saliency model on an FPGA (Field Programmable Gate Array) for real-time processing. Initially, this model was designed within MATLAB, a software-based approach running on a CPU, which limits the processing speed and consumes unnecessary amounts of power due to overhead. This is detrimental for integration with an autonomous, mobile system which must operate in real-time. This novel FPGA implementation allows for a low-power, high-speed approach to computing visual saliency. There are a few existing FPGA-based implementations of visual saliency, and of those, none are based on the notion of proto-objects. This work presents the first, to our knowledge, FPGA implementation of an object-based visual saliency model. Such an FPGA implementation allows for the low-power, light-weight, and small-size specifications that we seek within the field of neuromorphic engineering. For validating the FPGA model, the same metrics are used for determining the extent to which it predicts human eye saccades and fixations. We compare this hardware implementation to the software model for validation. The third focus of this thesis is the design of a generic neuromorphic platform both on FPGA and VLSI (Very-Large-Scale-Integration) technology for performing visual tasks, including those necessary in the computation of the visual saliency. Visual processing tasks such as image filtering and image dewarping are demonstrated via this novel neuromorphic technology consisting of an array of hardware-based generalized integrate-and-fire neurons. It allows the visual saliency model's computation to be offloaded onto this hardware-based architecture. We first demonstrate an emulation of this neuromorphic system on FPGA demonstrating its capability of dewarping and filtering tasks as well as integration with a neuromorphic camera called the ATIS (Asynchronous Time-based Image Sensor). We then demonstrate the neuromorphic platform implemented in CMOS technology, specifically designed for low-mismatch, high-density, and low-power. Such a VLSI technology-based platform further bridges the gap between engineering and biology and moves us closer towards developing a complete neuromorphic visual processor

    Visual Homing in Dynamic Indoor Environments

    Get PDF
    Institute of Perception, Action and BehaviourOur dissertation concerns robotic navigation in dynamic indoor environments using image-based visual homing. Image-based visual homing infers the direction to a goal location S from the navigator’s current location C using the similarity between panoramic images IS and IC captured at those locations. There are several ways to compute this similarity. One of the contributions of our dissertation is to identify a robust image similarity measure – mutual image information – to use in dynamic indoor environments. We crafted novel methods to speed the computation of mutual image information with both parallel and serial processors and demonstrated that these time-savers had little negative effect on homing success. Image-based visual homing requires a homing agent tomove so as to optimise themutual image information signal. As the mutual information signal is corrupted by sensor noise we turned to the stochastic optimisation literature for appropriate optimisation algorithms. We tested a number of these algorithms in both simulated and real dynamic laboratory environments and found that gradient descent (with gradients computed by one-sided differences) works best
    corecore