Oculus Research Reveals New Multi-focal Display Tech

Oculus Research, the company’s R&D division, recently published a paper that goes deeper into their eye tracking-assisted, multi-focal display tech, detailing the creation of something they dub a “perceptual” testbed.

Current consumer VR headsets universally present the user with a single, fixed-focus display plane, something that creates what’s known in the field as the vergence-accommodation conflict; the user simply doesn’t have the ability to focus correctly due to the display’s inability to provide realistic focus cues, making for a less realistic and less comfortable viewing experience. You can read more about the vergence-accomodation conflict in our article on Oculus Research’s experimental focal surface display.

By display plane, we mean one slice in depth of the rendered scene. With accurate eye-tracking and the creation of several independent display planes, each taken from varying areas of the fore and background, you can mimic retinal blur. Oculus Research’s perceptual testbed goes a few steps further however.

image courtesy Oculus

The goal of the project, Oculus researchers say, is to provide a testbed in hopes of better understanding the computational demand and hardware accuracy of such a system, one that not only tracks the user’s gaze, but adjusts the multi-planar scene to correct for eye and head movement—something previous multifocal displays simply don’t account for.

“We wanted to improve the capability of accurately measuring the accommodation response and presenting the highest quality images possible,” says Research Scientist Kevin MacKenzie.

image courtesy Oculus

“It’s amazing to think that after many decades of research by very talented vision scientists, the question about how the eye’s focusing system is driven—and what stimulus it uses to optimize focus—is still not well delineated,” MacKenzie explains. “The most exciting part of the system build is in the number of experimental questions we can answer with it—questions that could only be answered with this level of integration between stimulus presentation and oculomotor measurement.”

The team maintains their method of display is compatible with current GPU implementations, and achieves a “three-orders-of magnitude speedup over previous work.” This, they contend, will help pave the way to establish practical eye-tracking and rendering requirements for multifocal displays moving forward.

“The ability to prototype new hardware and software as well as measure perception and physiological responses of the viewer has opened not only new opportunities for product development, but also for advancing basic vision science,” adds Research Scientist Marina Zannoli. “This platform should help us better understand the role of optical blur in depth perception as well as uncover the underlying mechanisms that drive convergence and accommodation. These two areas of research will have a direct impact on our ability to create comfortable and immersive experiences in VR.”

The post Oculus Research Reveals New Multi-focal Display Tech appeared first on Road to VR.

Eye-Tracking Is Both Incredibly Important And Very Risky

Eye-Tracking Is Both Incredibly Important And Very Risky

At CES last week one of my first demos was with Tobii and its eye-tracking technology. I left the demo convinced that once you’ve tried a VR headset with eye-tracking included you’ll never want to wear one without it again.

Google, Facebook and Apple all purchased eye-tracking companies over the last few years because these tech giants know what benefits are possible with the technology. If you know where a person is pointing their eyes at any given moment you can do things with software interaction and optimization that were never possible before. For example, eye-tracking could allow next generation headsets to dramatically upgrade resolution without adding a ton to rendering cost. That’s by way of foveated rendering — where the greatest detail is only drawn directly in front of your eyes. Manufacturers could even use eye-tracking to measure the distance between your pupils, which could help people maximize the 3D effect seen inside a VR headset just by getting it set up right.

But more important to developers, eye-tracking completely changes the way people interact with a virtual world. Tobii sells a modified HTC Vive with its eye-tracking tech installed and, in a series of demos, I was given the freedom to flip eye-tracking on or off at any time. Not once did I prefer eye-tracking off and it so enhanced the experience of interacting with a virtual world I started disliking the HTC Vive without the feature turned on. Below is a look at the demos I tried, each of which was either more immersive or easier to accomplish than if I had been using a headset without eye-tracking.

Bringing Your Eyes To Life

SyncThink Closes $3.5 Million Series A Funding to Further Develop VR-based Concussion Detection

SyncThink, a Berkeley-based eye-tracking and brain firm, announced the closing of a $3.5 million Series A-1 funding round led by Quadrant Management. The company expects to use the funds to continue development on their EYE-SYNC technology, a VR-based eye-tracking technology to help diagnose concussions on the playing field.

On-field concussion detection is still woefully primitive, contends the company, largely relying on the traditional ‘follow my finger’ routine to determine if someone is concussed or not. Using a GearVR with embedded eye-tracking tech, the company says their Eye-Sync technology is able to view and analyze ocular-motor impairment—one of the big clues in diagnosing concussion. As a part of a larger diagnostic platform, Eye-Sync is said to quickly diagnose brain health via ocular-motor, ocular-vestibular, SCAT 5, and BESS assessments.

image courtesy SyncThink

“The EYE-SYNC technology was initially developed to identify changes in brain function after injury, however its application has evolved significantly in recent years, and we intend to leverage our core technology to expand the many ways we can help people get the most out of their daily life activities,” founder and Stanford Neurosurgeon Dr. Jamshid Ghajar stated.

The company says the Series A funding round “marks the next step for SyncThink to assist medical professionals in making objective decisions on the sidelines of sports fields, in clinics, and beyond.” The company’s Eye-Sync tech received FDA clearance in 2016 to record, view, and analyze eye movements in support of visual tracking impairments. SyncThink also boasts partnerships with the Pac-12 Conference, the University of Texas, and the NBA Champion Golden State Warriors.

The post SyncThink Closes $3.5 Million Series A Funding to Further Develop VR-based Concussion Detection appeared first on Road to VR.

Pimax Kickstarter Nears $3.5M With Less Than a Week Left, Free Eye-tracking Module Unlocked

Pimax’s Kickstarter has passed the $3 million mark over the weekend, bringing them to $3.2 million and unlocking free eye-tracking module for every one of their backers who chose a VR headset funding tier.

According to an update posted to the Pimax Kickstarter page, all backers will get a free eye-tracking module as a part of the $3 million stretch goal. The company says the special eye-tracking module will be shipped separately from the headset at a later date.

Pimax first unveiled its ‘next-gen’ attachable accessories at the start of their campaign, including an additional facial interface, a moisture controlling fan, prescription glasses frame, headband with integrated audio, wireless transmitter for cable-free operation, and now modular eye-tracking. All except the ‘scent module’ shown in the announcement video is accounted for in the stretch goal gifts to backers (wireless transmitter is offered at a $100 discount for backers). The company says it will make all modules, including the scent module, available on its website.

Although not a part of a stretch goal, Pimax says adding $100 to your pledge will also get an attachable hand-motion module. No further stretch goals are being offered in the campaign.

All of these accessories could be the focus of a Kickstarter campaign in their own right, so if Pimax can pull it off, it’ll be an incredible feat for a relatively unknown China-based manufacturer who still hasn’t reported additional funding from outside sources. Having recently passed Oculus’ original Kickstarter campaign, and now all VR-focused campaigns on Kickstarter, Pimax’s ability to deliver everything it’s promised will make it either one of the biggest success stories in Kickstarter history, or a cautionary tale on not overpromising and underdelivering.

image courtesy Pimax

The company says the “5K”/”8K”/”8K” X versions delivered to backers will indeed be the final, consumer version.

Although Pimax calls their headsets “8K” and “5K”, they actually respectively feature dual 3,840 × 2,160 LCD panels and dual 2,560 × 1,440 LCD panels. The standard “8K” headset also actually upscales a 4K signal to 8K, hence the “8K” in quotation marks. An “8K” X is also on offer that removes the upscaler, and making it capable of accept 8K input, but the headset’s effective per-eye 4K resolution remains the same. Questionable marketing aside, these display resolutions are quite a bit higher than Oculus Rift or HTC Vive, which both offer dual 1080 × 1200 OLED displays.

The earliest window of shipment is due in January 2018, with the bulk of backers slated to receive headsets in February. We’ll be following Pimax in the coming months as they finalize the headsets.

The post Pimax Kickstarter Nears $3.5M With Less Than a Week Left, Free Eye-tracking Module Unlocked appeared first on Road to VR.

Pimax Teases ‘Next Generation’ Accessories for Its 8K VR Headset

Pimax, the Chinese VR headset manufacturer, released a teaser video showing a number of high-tech accessories that clip onto the company’s upcoming 8K VR headset—a headset that boasts a staggering 200 degree field of view (FOV) at 3840×2160 per eye resolution via its dual LCD displays.

In the video, we see some pretty ‘next generation’ clip-on (and screw-on) modules; eye-tracking, inside-out hand-tracking, scent enabling module, wireless transmitter, prescription glasses frame, cooling fan, and both a halo-style headband with integrated audio and traditional headstrap—everything you might consider ‘the future’ of VR.

image courtesy Pimax

The video doesn’t go exactly how some of the less obvious, and decidedly more exotic accessories work, the most curious being the scent module, which if like others on the market, acts essentially as an oil diffuser with built-in fan. If it works like the similarly-sized scent unit from Japanese startup Vaqso, it contains a small number of ‘scent cartridges’ that activate during specific points during the VR experience, including an integrated battery and Bluetooth radio. This is uncertain however.

What’s also striking is how thin the wireless transmitter appears. It remains to be seen whether the company’s transmitter features an integrated battery like industry stalwart DisplayLink, or requires an external powerbank like TPCast.

image courtesy Pimax

Pimax is staying mum on any of the specifics, and only currently offers an info signup sheet. We can only speculate at this point how good both the eye and hand-tracking are (so we won’t).

Road to VR’s Frank He went hands-on with a prototype of the 8K headset at this year’s CES, saying the headset’s 200 degree FOV was “impressive,” and that resolution-wise, he couldn’t discern sub-pixels “no matter how hard [he] looked.”

In the following months since CES, Pimax has also integrated Valve’s Lighthouse positional tracking to go along with its own optically-tracked system, making it one of the first headsets outside of HTC to do so. A pair of Lighthouse-enabled controllers come in the package, which look like a mashup of the Vive’s own motion controllers and Oculus’ Touch contollers.

image courtesy Pimax

There’s no launch date in sight for the company’s 8K VR headset Kickstarter, but we’re hoping the headset delivers on everything its promised so far in the video.

8K VR Headset Specs

image courtesy Pimax

The post Pimax Teases ‘Next Generation’ Accessories for Its 8K VR Headset appeared first on Road to VR.

Gamescom 2017: Unkown Fate soll als erstes VR-Spiel mit Eye-Tracking erscheinen

Das Entwicklerstudio MarsLit Games verpasst ihrem Puzzle-Spiel Unknown Fate eine VR-Adaption und will hierfür im ersten VR-Spiel überhaupt die Eye-Tracking-Technologie verwenden. Der Titel soll am Ende des Jahres 2017 für PC, PlayStation 4 und Xbox One erscheinen. Die entsprechende VR-Version soll mit der HTC Vive kompatibel sein. Auf der Gamescom 2017 stellten die Entwickler eine Demo ihres First-Person-Abenteuers vor, die erste Einblicke ermöglichte.

Unknown Fate: VR-Puzzle-Spiel mit Eye-Tracking-Technologie

Das italienische Entwicklerstudio MarsLit Games arbeitet derzeit an der Entwicklung ihres Puzzle-Spiels Unkown Fate. Innerhalb des First-Person-Abenteuers übernehmt ihr die Rolle von Richard, der in ein surreales Universum gezogen wird. Dort muss er sich auf die Reise in ein spannendes Abenteuer begeben, um seine verlorenen Erinnerungen wiederzugewinnen. Auf seinem Weg trifft er auf allerlei seltsamer Charaktere und fremde Artefakte, welche ihm Stück für Stück weiterhelfen, sein Ziel zu erreichen und in seine eigene Welt zurückzukehren. Dafür muss er jedoch eine Vielzahl von komplizierten Rätseln lösen, die einem während des Storyverlaufs begegnen.

Unknown-Fate-VR-Xbox-One-Steam-PS4

In der Demo-Version auf der Gamescom bewegt sich der Spieler per Teleportation vorwärts, um so eines der vorgestellten Rätsel auszulösen. Die Steuerung war dabei noch nicht perfekt ausgereift, da es oft mehrere Anläufe benötigte, bis die Aktionen erkannt wurden. Da es sich jedoch nur um eine Demo handelte, wird sich hier vermutlich noch einiges verbessern.

Das Spannende an Unkown Fate ist die VR-Umsetzung, denn der Titel soll als erstes VR-Spiel überhaupt auf die Eye-Tracking-Technologie von Tobii zurückgreifen und diese integrieren. Im Spiel soll das Eye-Tracking nicht zur Verbesserung der Performanz genutzt werden, sondern Steuerungselemente übernehmen. In Zukunft kann der Spieler durch die Augenbewegungen und Blickrichtungen tatsächliche Befehle im Spiel auslösen. Leider konnte man diese Funktion jedoch noch nicht testen.

Gerüchten zufolge gibt es Verhandlungen über den Einbau der Technik in die zukünftigen Vive-Modelle. Dies wurde bisher jedoch weder von Tobii , noch von HTC bestätigt.

Das Puzzle-Spiel Unkown Fate soll Ende 2017 für PC auf Steam, PS4 und Xbox One erscheinen. Die VR-Version soll mit der HTC Vive kompatibel sein.

(Quellen: Heise | Steam | Video: 1C Company Youtube)

Der Beitrag Gamescom 2017: Unkown Fate soll als erstes VR-Spiel mit Eye-Tracking erscheinen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

This Startup Aims to Deliver a VR Headset with ‘Human Eye Level’ Resolution

Varjo Technologies, a Helsinki-based startup now out of stealth, recently demonstrated what it calls the world’s first human eye-resolution headmounted display. Intended for its own swath of Varjo-branded headsets, the new display configuration promises “unprecedented resolution of VR and AR content limited only by the perception of the human eye itself.”

According to a hands-on by Tech Crunch, the headset packs a pair of high-resolution Sony MicroOLED displays measuring 0.7 inches diagonally that boast 3,000 pixels per inch (PPI)—a significant jump from Oculus Rift of HTC Vive’s 447-461 PPI. Microdisplays don’t typically provide an acceptable field of view (FOV) for the purposes of VR, but Varjo is combining a few methods to provide the pixel-dense picture to an entire 100 degree FOV.

As reported by Tech Crunch, these microdisplays “fill up about a 20-degree field of view which is reflected off of mirrors in the headset while the wider scene is displayed on a more normal resolution display in the background.”

Codenamed 20|20, Varjo (meaning ‘shadow’ in Finnish) built their early prototype inside of a hacked Oculus Rift by a team of optical scientists, creatives and developers who formerly occupied top positions at Microsoft, Nokia, Intel, Nvidia and Rovio.

Billed as a “bionic display,” the prototype shown to Tech Crunch featured a “fixed focus display” that was set at the center point of the users vision, but the company says its currently building systems that will dynamically adjust the microdisplay-reflected image to your gaze thanks to the future addition of integrated eye-tracking technology.

conventional VR resolution (below), Varjo’s resolution (above)| image courtesy Varjo

For now, the headset is destined for professional users, as the technology will no doubt require a top-in-class computer due to the graphical constraints of delivering rendered images that can make use of the display’s high pixel density. It’s also difficult to say how a hardware-based solution will stand up to everyday use since it requires lenses to physically move every time your eye shifts position.

Comparative matrix Effective resolution Field of view
Varjo 20|20 70 MP 100°
Oculus, Vive 1.2 MP 100°
VR in 5 years * 16 MP 140°
HoloLens 1 MP 32°
ODG R9 2 MP 50°
Meta II 1.8 MP 100°
* Prediction 2016 by Oculus Chief Scientist Michael Abrash at Oculus Connect 3

“Varjo’s patented display innovation pushes VR technology 10 years ahead of the current state of-the-art, where people can experience unprecedented resolution of VR and AR content limited only by the perception of the human eye itself,” said Urho Konttori, CEO and founder of Varjo Technologies. “This technology, along with Varjo VST, jump-starts the immersive computing age overnight – VR is no longer a curiosity, but now can be a professional tool for all industries.”

The high resolution display technology will be shipping in Varjo-branded products specifically for professional users and applications starting in late Q4, 2017.

The post This Startup Aims to Deliver a VR Headset with ‘Human Eye Level’ Resolution appeared first on Road to VR.

Neues Oculus Patent für ein Eye-Tracking-System eingereicht

Oculus reichte ein neues Dokument für ein Patent eines Eye-Tracking-Systems ein. Dieses Dokument wurde letzten Monat am 20. April veröffentlicht und handelt von einem Eye-Tracking-System, das mit einem Tiefenprofil arbeitet, um die Distanz zwischen Gerät und dem Auge des Nutzers zu konfigurieren. Zudem soll es weitere Vorteile mit sich bringen.

Oculus neues Patent für Eye Tracking

Oculus-Eye-Tracking-Patent

Die Entwicklung neuer VR-Hardware läuft bei Oculus offenbar auf Hochtouren, denn sie reichen regelmäßig neue Patente ein, um sich von der Konkurrenz abzusetzen. Eines dieser neu beantragten Patente bezieht sich auf das Eye Tracking. Das neue Eye-Tracking-System soll durch ein Tiefenprofil die Distanz zwischen dem Gerät und dem Auge des Nutzers konfigurieren können.

Zudem enthält es ein Display, das entsprechend der Position des Auges die Bilder darstellt. Man kann also davon ausgehen, dass das Display auf die Blickrichtung des Nutzers reagiert.

Oculus-Eye-Tracking-Patent

Ein neues System muss laut Oculus diverse Anforderungen erfüllen, so muss es sowohl kompakt als auch leicht sein und zusätzlich akkurat funktionieren. Des Weiteren muss es wenig Energie verbrauchen, um eine lange Batterielaufzeit zu ermöglichen. All diese Punkte sollen dank dem neuen System erfüllt werden. Klar ist jedoch nicht, ob das neue Eye-Tracking-System separat vom VR-Headset funktionieren soll, denn ein per Kabel verbundenes VR-Headset, wie z. B. die HTC Vive in dem ein Eye-Tracking-System integriert wird, benötigt keine Batterie. Es ist jedoch möglich, dass das neue Gerät für Mobile-VR-Headsets oder unabhängige Headsets gedacht ist. Weitere Informationen darüber werden wir zukünftig noch erhalten. Das Patent wurde am 30.12.2016 ausgestellt, also, zwei Tage nachdem Oculus das Eye-Tracking-Unternehmen The Eye Tribe übernahm. Entsprechend kann man davon ausgehen, dass das integrierte Unternehmen beschäftigt ist.

Das Eye-Tracking wird noch eine große Rolle für die Virtual Reality spielen, da es massive Vorteile mit sich bringt. Wir dürfen gespannt sein, welche neue Hardware in Zukunft von Oculus oder anderen Unternehmen erscheinen wird.

(Quellen: UploadVR | Onscope | FPO)

Der Beitrag Neues Oculus Patent für ein Eye-Tracking-System eingereicht zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

HTC Vive Is Getting A $220 Plug-And-Play Eye Tracking Peripheral Next Month

HTC Vive Is Getting A $220 Plug-And-Play Eye Tracking Peripheral Next Month

Eye tracking is one feature that could could benefit the performance and affordability of high-end virtual reality headsets. The HTC Vive should become the first mainstream headset to put that theory to the test.

A Chinese startup known as 7invensun (pronounced seven-in-ven-sun) is announcing it will be releasing  a new eye tracking module for the Vive next month. The module is called the aGlass and it will be available for “limited pre-order sales” next month, according to HTC. The company is referring to this first roll-out as a developer kit, but pre-orders are open to anyone. The system will cost about $220 USD.

Unlike other eye tracking solutions that require hardware to be installed at the manufacturer level, the 7invensun devices are modular in nature. The thin plastic overlays can be placed manually inside the Vive headset by the average VR user, according to the company. The eye trackers are designed to be wired directly to the headset over USB. Two separate USB chords are connected to each of the aGlass devices. The two chords are then joined by a USB combiner and fed into the Vive’s single port.

The aGlass consists of two separate trackers built specifically to fit alongside the lenses of the Vive. Each tracker has a halo of IR lights combined with sensors that can track the movements of each of your eyes and eyelids. It is said to support customized lenses depending on the specific vision concerns of the individual customer.

This type of tech can have a variety of use cases but the most immediate is foveated rendering.

Foveated rendering is a process that combines eye tracking and software to adjust the way a VR experience is rendered in real time. With foveated rendering, the PC running your Vive only has to render the greatest detail in the small area on which your eyes are directly focused. This dramatically lowers the cost of the hardware required to successfully show a convincing VR experience. According to 7invensun spokespeople, this tech could allow Vive to run on older generation graphics hardware.

Currently, VR demands graphics cards and CPUs that are among the most powerful that the various manufacturers can provide. With foveated rendering, however, users can lower the workload demanded by their Vives and run VR on older, cheaper hardware from NVIDIA, AMD, Intel, etc.

The aGlass comes with custom software allowing you to manually apply foveated rendering to any HTC Vive experience and the amount of the effect being applied. In a demonstration, we saw the device running with NVIDIA’s VR Funhouse experience with a performance jump from 45 frames-per-second to 90 with the foveated rendering applied. This functionality will only be available with NVIDIA graphics cards at first, according to the company.

According to a spokesperson for Vive, the release of aGlass ties into the team’s stated goal for 2017 which is to “expand the ecosystem” for the headset by providing cutting edge peripherals like this, the TPCast wireless VR system and the Vive Tracker. To that end, Vive is officially referring to the aGlass system as an “upgrade kit” for the Vive.

7invensun is a member of the Vive X accelerator’s second class. This is Vive’s in-house startup incubator that previously gave rise to TPCast and other VR-specific startups.

The aGlass will only work with the Vive upon release. HTC emphasizes that they are not making that a requirement for 7invensun, which has full freedom to develop this hardware for other headsets in the future.

Update: after publishing, HTC confirmed that the price for this system will be around $220 USD. 

Tagged with: ,