Omni-directional Stereoscopic Fisheye Images for Immersive Hemispherical Dome Environments
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1 Omni-directional Stereoscopic Fishee Images for Immersive Hemispherical Dome Environments Paul Bourke WASP, Universit of Western Australia ABSTACT In the following I discuss and derive the optical requirements for stereoscopic projection into hemispherical domes, this is applicable to both large scale planetariums and smaller personal domes. It is the development of the later smaller domes, referred to as the idome, that emplo a new lower cost projection sstem [1] that has been the motivation for this work. Primaril the discussion focuses on how to create optimal omni-directional stereoscopic fishee pairs, that is, stereoscopic projections that are largel independent. These have some interesting differences and challenges to the usual planar perspective pairs encountered in sstems comprising of flat displa panels. KEYWODS: stereoscop, virtual realit, immersion, fishee, planetarium, hemispherical dome, projection. INDEX TEMS: I.3.3 [Computer Graphics]: Picture/Image Generation---Displa algorithms; I.4.0 [Image Processing and Computer Vision]: General---Image Displas. 1 INTODUCTION Stereoscopic projection is a well established and increasingl commodit based technolog that eploits the fact that our visual sstem consists of two ees. If our two ees are presented with a correctl formed image pair, otherwise known as a stereoscopic pair, of a snthetic scene then we can eperience the similar depth perception of the virtual world as we do in the real world. Our visual sstem has another characteristic not usuall engaged b standard computer displas, namel a ver wide horizontal field of view and to a lesser degree a tall vertical field of view. It is this field of view if stimulated with the correct projections of a virtual 3 dimensional environment that gives us a stronger sense of presence, that is, of being in the virtual environment. This is largel due to the absence of an visual cues that anchor us to the real world, for eample, no frame around the projection plane. It is proposed that such immersive environments have significant benefits for engaged learning, training performance in simulators, and general visualisation [2]. A natural question then is how might one combine these two characteristics of our visual sstem in order present a virtual environment with an even stronger sense of being there than the two techniques can offer individuall. There have been various attempts over the ears to deliver this but the have generall suffered from various issues and/or limitations: man are eceptionall epensive and thus onl available to large institutions; some are based upon partial clindrical displas that don t engage our entire horizontal field of view or more commonl don t engage our entire vertical field of view; others have unfortunate viewing restrictions. Stereoscopic projection onto flat screen surfaces is correctl computed b considering the position of the viewer and the screen surface, which in computer graphics vocabular, is referred to as the projection plane. In order to determine the colour at an piel one imagines a line from the ee (or virtual camera) through the corresponding position on the projection plane. In a stereoscopic sstem this is performed for each ee, see figure 1a, resulting in an image for each. Fundamental to an stereoscopic sstem is the realit that the view is onl strictl correct from a single position. If the viewer moves or turns then the vector from each ee through a piel on the projection plane changes thus potentiall changing the value at that piel, see figure 1b. This leads to the requirement of head tracking and as a consequence a single user eperience for a trul correct stereoscopic eperience. In practice and in man applications such precisel correct perception isn t necessar. The distortions (shears and stretching) induced if the observer is not located in the eact position for which the stereoscopic pairs are created does not necessaril detract from the eperience or 3D sensation. This is often the case if the observer is at least stationar (seated in an theatre), it can be more of a concern if the are in motion such as in an active virtual realit environment. There are significant benefits to be gained b crafting stereoscopic image generation and projection in order to reduce visual discomfort [3]. There are factors related to the projection hardware such as the degree of ghosting inherent in the technolog that attempts to preclude one ee from seeing the image destined for the other ee. There are content based issues that can cause ee strain such as etreme negative paralla. Finall, there are characteristics relevant to the means or algorithms b which the stereoscopic image pairs are generated or captured. Eamples of this last categor include the introduction of vertical paralla or the choice of ee separation. When considering stereoscopic environments that also have a wide field of view there are often approimations involved in the generation of the stereo pairs and it is these that can induce additional strain on the visual sstem if the stereoscopic pairs are not created optimall. 2 OMNI-DIECTIONA STEEOSCOPIC CYINDICA Stereoscopic displas do eist that provide a satisfactor stereoscopic eperience without requiring head tracking. These are generall referred to as omni-directional [4] displas and the most common are clindrical screens which in some cases cover 360 degrees and totall surround the observer. The clindrical projections created for these environments are called stereoscopic panoramic pairs [5]. The give a single user the abilit to look in an direction without head tracking. An immediate consequence of this is that the displa can additionall support multiple
2 participants each looking in a different direction. As with planar displas the stereoscopic view is onl strictl correct from a single position, normall the center of the clinder on which the imager is projected, but in practice there is a larger region where the distortion and paralla errors induced b moving awa from the central spot are not an issue. z serious gaming or visualisation. In the case of a planetarium there are multiple viewers all of whom need an acceptable stereoscopic eperience. In this discussion it is assumed that the seating and dome orientation in the planetarium is such that the audience is essentiall all looking in a similar direction. This is the most common arrangement for a modern digital planetarium, the older stle arrangement with concentric seating is more problematic for an stereoscopic eperience, requiring a variation of the omnidirectional stereoscopic clindrical projections rather than the fishee projections discussed here. For a smaller personal dome such as the idome (see figure 6) the single operator needs to be able to look in an direction. In both the directional planetarium and the personal dome the viewing requirements are met b omnidirectional fishee images. left ee fishee ee fishee z Figure 1a Figure 2a left ee fishee ee fishee Figure 1b Figure 1. A model for deriving the correct stereoscopic image pair taking into account the position of the viewer and the displa screen. Even for an individual in an omni-directional stereoscopic environment, the stereoscopic information presented to the ees is increasingl incorrect towards the edges of the observers field of vision. This must be the case because, for eample, the paralla of the imager at 90 degrees to the viewers current should be 0 but that is not the correct paralla for another observer looking in that perpendicular direction. This is not generall an issue and doesn t induce serious ee strain because of the limited field of view imposed b the stereoscopic eewear. The observer ma still see imager in their peripheral region but our visual sstem doesn t acquire a stereoscopic sensation in that region. Note that the sense of immersion arising from our peripheral vision still eists as long as the eewear doesn t wrap around and block the imager in the peripheral region. Figure 2b Figure 2. Stereoscopic fishee projections based upon a pair of toe-in fishee projections. The highl eaggerated ee separation is for illustrative purposes onl. Figure 3a 3 STEEOSCOPIC FISHEYE A number of immersive environments are based upon hemispherical domes [6], these range from planetariums designed for a large number of people, to smaller single person domes. In both cases there is the opportunit to eploit the depth sensation arising from stereoscopic images in conjunction with making full use of peripheral vision. This can be beneficial for a number of reasons, such as increased engagement for entertainment or educational content or enhanced understanding in the case of Figure 3b Figure 3. Stereoscopic fishee projections based upon two offais fishee projections. The two fishee projection planes are coincident.
3 A number of algorithms can be imagined and indeed have been proposed to create stereoscopic fishees for hemispherical dome projection. The simplest is to horizontall offset two standard fishee projections and rotate the virtual camera such that zero paralla occurs at the correct distance along the, see figure 2. This has the pitfall that the full 180 degree field of view doesn t match at the edges between the two cameras. One solution to this is to over render the fishee and rotate the images to give full 180 degree coverage for each ee. The additional problem is the lack of correct paralla information as one looks awa from the central. In the etreme case there is no paralla information for views perpendicular to the central. An alternative is to emplo a so called offais fishee projection [7], see figure 3. Offais fishee projections are most commonl used to give an undistorted view within a dome for an observer not located at the center of the dome. Stereoscopic fishee projections formed this wa give a satisfactor depth sensation for an observer looking forward. However for both this and the earlier toe-in approach there is a difference in scale for objects as the move horizontall towards the edges of the dome and a decrease in paralla information. For eample an object on the will appear larger in the ee image than the left ee image because it is closer to the ee. This isn t critical for an observer looking forward since the peripheral region isn t being focussed on and et it still provides satisfactor peripheral cues, such as motion cues. But it is important if the viewer looks in other directions. This approach can be used successfull in simulators where the operator is predominantl fiated in a forward direction. clindrical projections. The ee positions are rotated about the up vector so as to mimic the wa an observers ee ais rotates when looking around within a hemispherical dome, see figure 4. It can be appreciated that with this approach correct paralla information is maintained at an localised area on the displa surface. As with clindrical stereoscopic panoramic image pairs it is eactl correct for an in the middle of the field of view and it degrades awa from the middle. As discussed earlier this degradation is generall not problematic since it is hidden b the limited field of view of whichever eewear is emploed: polaroid, shutter CD, or Infitec glasses. It is eactl this effect that makes an omni-direction viewing eperience even possible, including the support for multiple simultaneous participants each looking in different directions. In order to create omni-direction stereoscopic fishee images the derivation requires the calculation of the position of each camera (P c ) and the ra vector (P r ) for an piel in the fishee image plane. The standard camera space coordinate sstem used here and the conventions for the fishee image plane are given in figure 5. In the camera coordinate sstem the center of the viewer is assumed to be located at the origin and looking down the positive z ais. The two ees are offset along the positive ( ee) and negative (left ee) ais. For a piel (i,j) in image space the normalised coordinates ( o, o ), where each ranges from -1 to 1, are simpl given as follows where W and H are the width and height of the fishee respectivel and for a circular fishee are normall equal. = 2i/W - 1 = 2j/H - 1 Figure 4a Polar coordinates (θ,φ) corresponding to the normalised (,) image plane position for a 180 degree fishee projection are as follows θ = atan(/) and φ = (π/2) ( ) 1/2 The ra corresponding to this piel for a standard fishee projection is simpl P o = ( sin(φ) cos(θ), sin(φ) sin(θ), cos(φ)) Normall (but not a requirement) the point is not considered if ( ) 1/2 > 1, that is, the point in the normalised image plane lies outside the unit circle. If is the radius of the hemispherical dome projection surface and E the ee (camera) separation then the vector into the scene for the offais fishee arrangement is given b Figure 4b Figure 4. a geometries (top views) for two different piels on the hemispherical projection plane for omni-directional stereoscopic fishee projection. 4 OMNI-DIECTIONA STEEOSCOPIC FISHEYE The omni-directional stereoscopic fishee geometr described here is similar to the approach emploed for stereoscopic P r = ( sin(φ) cos(θ) ± E/2, sin(φ) sin(θ), cos(φ)) The camera position is fied and not a function of fishee piel position. P c = (±E/2,0,0) For the proposed omni-directional fishee projection the vector into the scene is given b P r = ( sin(φ) cos(θ) ± (E/2) sin(θ 2 ), sin(φ) sin(θ),
4 cos(φ) ± (E/2) sin(θ2)) Where θ2 is the angle to the ais of the projection of piel position ra Po onto the -z plane, namel θ2 = atan(zo/o) The camera position is now dependent on the fishee piel position and given b Pc = (±E/2 sin(θ2), 0, ±E/2 cos(θ2)) obviousl be computationall demanding since a good approimation requires a large number of rendering passes. An alternative is to emplo a verte shader to adjust the geometr in just the wa so as to give the correct result when finall rendered with a single orthographic camera render pass. Unfortunatel in a nonlinear projection such as this a line between two vertices is not a straight line in the image buffer. As such lines and planes that have reasonable spatial etent need to be tessellated in order for the verte shader to act upon the smaller line or planar sections. This tessellation generall needs to be performed on the CPU resulting in significantl more geometric data being sent to the GPU. 1 H j W i Figure 5a Figure 6a Po " z! Figure 5b Figure 5. Coordinate sstem conventions used in the derivation of the camera position and ras through each position in fishee image space. Fishee image coordinate sstem in 5a and camera space coordinate sstem in 5b. It is outside the scope of this paper to discuss in detail the software issues related to the production of such projections. For rendered content the simplest approach is the modification of a ratracer as this onl requires the calculations outlined above for the equation of a ra from either ee/camera through each piel in the fishee image. ealtime APIs such as OpenG require techniques similar to those required for stereoscopic clindrical projections. One approach is to create a number of thin tall perspective projections from each camera as it is rotated and then stitch/blend the slices together. This multi-pass algorithm can Figure 6b Figure 6. Photograph showing stereoscopic pairs in a personal 3m diameter dome (idome), using frame sequential projection (6a) and anaglph [8] (6b) stereoscopic viewing. 5 ESUTS The techniques and algorithms discussed here have been tested on a personal idome. Two projection technologies have been emploed for the evaluation. One is based upon a high end digital projector capable of generating a 120Hz frame sequential (time multipleed) stereoscopic projection of the tpe suitable for
5 traditional CD shutter glasses, see figure 6a. Such a projection sstem gives flicker free full colour images. The techniques have also been tested with anaglph (red/can) techniques, see figure 6b. This is not capable of good colour fidelit but is at least capable of being projected with standard commodit range projectors. Considerable effort has been taken to judge whether the depth cues are correct irrespective of the viewing direction of the observer. Figure 7. Toe-in stereo and incorrect paralla, for eample at position A. bottom of the image, most apparent in the incorrect paralla towards the north pole. It suffers from the same paralla errors and scaling errors on the left and as the offais algorithm. Figure 8 shows the same view but for an offais stereoscopic pair. The paralla decreases towards the left and sides giving an incorrect sense of depth if the observers head were to turn towards those regions. Compare the paralla in these regions with the omni-direction fishee stereoscopic pairs as shown in figure 9. This is the onl solution that ehibits acceptable depth perception irrespective of the viewing direction of the observer. Figure 9. Omni-directional stereoscopic fishee pair. 6 CONCUSION Figure 8. Offset stereo pair and lack of paralla towards the sides, for eample position B. A comparison of the algorithms can be seen in the images given in figure 7,8, and 9 which shows a superimposed left and ee image from the same for each of the three algorithms discussed. Figure 7 represents the toe-in fishee pair and the significant paralla distortion that occurs at the top and This paper has introduced the concept of an omni-directional fishee for creating stereoscopic fishee pairs, that is, stereoscopic fishee projections which when viewed within a hemispherical dome allow the user to look in an direction and get the appropriate depth perception. It additionall supports multiple observers each looking in different directions within a planetarium. The constraint is that the sense of up must be constant, not generall a serious limitation for tpical applications with a user within small single person dome or multiple, generall seated, audience within a directional planetarium configuration. The geometr and ra equations have been derived and the results have been evaluated within a small 3m up dome using frame sequential shutter glasses based projection, as well as anaglph images. The techniques as implemented in POVa have been made publicall available and agree with the epected behaviour for each technique and, in particular, the omni-directional algorithm gives correct depth cues across all viewing directions. Acknowledgement to Nathan G B O'Brien for the 3D model of the edentore cathedral used for the illustrations in this paper and to test the modified ratracing code that implements the various algorithms presented.
6 EFEENCES [1] Bourke, P.D Using a Spherical Mirror for Projection into Immersive Environments. Graphite (ACM Siggraph). Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia. pp [2] Baari, A., Tudoreanu, M.E. The impact of immersive virtual realit displas on the understanding of data visualization. Proceedings of the ACM smposium on Virtual realit software and technolog. pp , 2006, ISBN: [3] ambooij, M.T.M., Ijsselsteijn, W.A., Henderick, I Visual Discomfort in Stereoscopic Displas: a review. Proceedings Electronic Imaging, Stereoscopic Displas and Virtual ealit Sstems XIII, SPIE Vol 6490, 64900I. [4] Ben-Ezra, M., Pritch, Y. Peleg, S Omnistereo: Panoramic Stereo Imagine. IEEE Transactions on Pattern Analsis and Machine Intelligence. Vol.23, No.3, pp , March, [5] Bourke, P.D Snthetic Stereoscopic Panoramic Images. ecture Notes in Computer Science (NCS), Springer, Volume 4270/2006, pp , ISBN [6] antz, E. A surve of large-scale immersive displas. Proceedings of the 2007 workshop on Emerging displas technologies: images and beond: the future of displas and interaction. ACM International Conference Proceeding Series; Vol. 252, 2007, ISBN: [7] Salamon, D Transformations and Projections in Computer Graphics. Springer ondon, pp DOI: / [8] Zhang, Z., McAllister, D.F A Uniform Metric for Anaglph Calculation. Proceedings Electronic Imaging, Stereoscopic Displas and Virtual ealit Sstems XIII, SPIE Vol 6055,
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