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LECTURE 5: VR AUDIO AND TRACKING COMP 4010 – Virtual Reality Semester 5 – 2016 Bruce Thomas, Mark Billinghurst University of South Australia August 23 rd 2016
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COMP 4010 Lecture5 VR Audio and Tracking

Apr 16, 2017

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Page 1: COMP 4010 Lecture5 VR Audio and Tracking

LECTURE 5: VR AUDIO AND TRACKING

COMP 4010 – Virtual Reality Semester 5 – 2016

Bruce Thomas, Mark Billinghurst University of South Australia

August 23rd 2016

Page 2: COMP 4010 Lecture5 VR Audio and Tracking

Recap – Last Week • Visual Displays

•  Head Mounted Display •  Vive, Mobile VE

•  Projection/Large Screen Display •  CAVE, Allosphere

• Haptic Displays •  Active Haptics

•  Actively Resist Motion •  Passive Haptics

•  Physical Props

•  Tactile Displays •  Vibrating actuators

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AUDIO DISPLAYS

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Audio Displays Definition: Computer interfaces that provide synthetic sound feedback to users interacting with the virtual world. The sound can be monoaural (both ears hear the same sound), or binaural (each ear hears a different sound)

Burdea, Coiffet (2003)

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Virtual Reality Audio Overview

•  https://www.youtube.com/watch?v=yUlnMbxTuY0

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Motivation • Most of the focus in Virtual Reality is on the visuals

• GPUs continue to drive the field • Users want more

•  More realism, More complexity, More speed

• However sound can significantly enhance realism • Example: Mood music in horror games

• Sound can provide valuable user interface feedback • Example: Alert in training simulation

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Creating/Capturing Sounds • Sounds can be captured from nature (sampled) or synthesized computationally •  High-quality recorded sounds are

•  Cheap to play •  Easy to create realism •  Expensive to store and load •  Difficult to manipulate for expressiveness

•  Synthetic sounds are •  Cheap to store and load •  Easy to manipulate •  Expensive to compute before playing •  Difficult to create realism

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Types of Audio Recordings

• Monaural: Recording with one microphone – no positioning • Stereo Sound: Recording with two microphones placed several

feet apart. Perceived sound position as recorded by microphones.

• Binaural: Recording microphones embedded in a dummy head. Audio filtered by head shape.

•  3D Sound: Using tiny microphones in the ears of a real person. Generate HRTF based on ear shape and audio response.

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Synthetic Sounds • Complex sounds can be built from simple waveforms

(e.g., sawtooth, sine) and combined using operators • Waveform parameters (frequency, amplitude) could be

taken from motion data, such as object velocity • Can combine wave forms in various ways

•  This is what classic synthesizers do

• Works well for many non-speech sounds

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Combining Wave Forms • Adding up waves creates new waves

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Digital Audio Workstation Software

• Software for recording, editing, producing audio files •  Mixing console, synthesizer, waveform editor, etc

• Wide variety available •  https://en.wikipedia.org/wiki/Digital_audio_workstation

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Typical Audio Display Properties Presentation Properties • Number of channels • Sound stage •  Localization • Masking • Amplification

Logistical Properties !  Noise pollution !  User mobility !  Interface with tracking !  Environmental requirements !  Integration !  Portability !  Throughput !  Cumber !  Safety !  Cost

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Channels and Masking • Number of channels

• Stereo vs. mono vs. quadrophonic •  2.1, 5.1, 7.1

• Two kinds of masking •  Louder sounds mask softer ones

•  We have too many things vying for our audio attention these days!

• Physical objects mask sound signals •  Happens with speakers, but not with headphones

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Audio Displays: Head-worn

Ear Buds On Ear Open Back

Closed Bone Conduction

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Audio Displays: Room Mounted

• Stereo, 5.1, 7.1, 11.1, etc • Sound cube

11.1 Speaker Array

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Spatialization vs. Localization • Spatialization is the processing of sound signals to make them emanate from a point in space • This is a technical topic

• Localization is the ability of people to identify the source position of a sound • This is a human topic, i.e., some people are better at it than others.

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Stereo Sound

•  Seems to come from inside users head •  Follows head motion as user moves head

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3D Spatial Sound

• Seems to be external to the head •  Fixed in space when user moves head • Has reflected sound properties

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Spatialized Audio Effects • Naïve approach

• Simple left/right shift for lateral position • Amplitude adjustment for distance

• Easy to produce using consumer hardware/software • Does not give us "true" realism in sound

• No up/down or front/back cues • We can use multiple speakers for this

• Surround the user with speakers • Send different sound signals to each one

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Example: The BoomRoom

• Use surround speakers to create spatial audio effects • Gesture based interaction •  https://www.youtube.com/watch?time_continue=54&v=6RQMOyQ3lyg

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Audio Localization • Main cues used by humans to localize sound:

1.  Interaural time differences: Time difference for sound wave to travel between ears

2.  Interaural level differences: For high frequency sounds (> 1.5 kHz), volume difference between ears used to determine source direction

3.  Spectral filtering done by outer ears: Ear shape changes frequency heard

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Interaural Time Difference

•  Takes fixed time to travel between ears • Can use time difference to determine sound location

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Spectral Filtering

Ear shape filters sound depending on direction it is coming from. This change in frequency determines sound source elevation.

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Natural Hearing vs. Headphones

• Due to ear shape natural hearing provides different audio response depending on sound location

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Head-Related Transfer Functions (HRTFs)

• A set of functions that model how sound from a source at a known location reaches the eardrum

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More About HRTFs • Functions take into account,

•  Individual ear shape • Slope of shoulders • Head shape

• So, each person has his/her own HRTF! • Need to have a parameterizable HRTFs

• Some sound cards/APIs allow specifying an HRTF

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•  adsfa

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Constructing HRTFs • Small microphones placed into ear canals • Subject sits in an anechoic chamber

• Can use a mannequin's head instead

• Sounds played from a large number of known locations around the chamber • HRTFs are constructed for this data

• Sound signal is filtered through inverse functions to place the sound at the desired source

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Constructing HRTFs

• Putting microphones in Manikin or human ears • Playing sound from fixed positions • Record response

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How HRTFs are Used • HRTF is the Fourier transform of the

in-ear microphone audio response (head related impulse response (HRIR))

•  From HRTF we can calculate pairs of finite impulse response (FIR) filters for specific sound positions •  One filter per ear

•  To place virtual sound at a position, apply set of FIR filters for that position to the incoming sound

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HRTF Processing

•  Input sound is convolved with FIR to generate L/R outputs

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Environmental Effects • Sound is also changed by objects in the environment

• Can reverberate off of reflective objects • Can be absorbed by objects • Can be occluded by objects

• Doppler shift • Moving sound sources

• Need to simulate environmental audio properties •  Takes significant processing power

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Sound Reverberation

• Need to consider first and second order reflections • Need to model material properties, objects in room, etc

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The Tough Part • All of this takes a lot of processing • Need to keep track of

• Multiple (possibly moving) sound sources • Path of sounds through a dynamic environment • Position and orientation of listener(s)

• Most sound cards only support a limited number of spatialized sound channels

•  Increasingly complex geometry increases load on audio system as well as visuals •  That's why we fake it ;-)

• GPUs might change this too!

Page 35: COMP 4010 Lecture5 VR Audio and Tracking

Sound Display Hardware • Designed to reduce CPU load • Early Hardware

•  Custom HRTF •  Crystal River Engineering Convolvotron (1988)

•  Real time 3D audio localizer, 4 sound sources

•  Lake Technology (2002) •  Huron 20, custom DSP hardware, $40,000

• Modern Consumer Hardware •  Uses generic HRTF •  SoundBlaster Audigy/EAX •  Aureal A3D/Vortex card

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Convolvotron Block Diagram

For N sound sources

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GPU Based Audio Acceleration

• Using GPU for audio physics calculations • AMD TrueAudio Next

•  https://www.youtube.com/watch?v=Z6nwYLHG8PU

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Audio Software SDKs • Modern CPUs are fast enough spatial audio can be

generated without dedicated hardware • Several 3D audio SDKs exist

•  OpenAL •  www.openal.org •  Open source, cross platform •  Renders multichannel three-dimensional positional audio

•  Google VR SDK •  Android, iOS, Unity •  https://developers.google.com/vr/concepts/spatial-audio

•  Oculus •  https://developer3.oculus.com/documentation/audiosdk/latest/

•  Microsoft DirectX, Unity, etc

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Google VR Spatial Audio Demo

•  https://www.youtube.com/watch?v=I9zf4hCjRg0&feature=youtu.be

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OSSIC 3D Audio Headphones

•  3D audio headphones •  Calibrates to user – calculates HRTF •  Integrated head tracking •  Multi-driver array providing sound to correct part of ear •  Raised $2.7 million on Kickstarter

•  https://www.ossic.com/3d-audio/

Page 41: COMP 4010 Lecture5 VR Audio and Tracking

Ossic vs. Traditional Headphone

• Provides frequency reproduction of real sound

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OSSIC vs. Generic Headphone

• Sound source localization (T = target)

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OSSIC Technology

•  https://www.youtube.com/watch?time_continue=71&v=ko-VeQ7Aflg

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Designing Spatial Audio

•  There are several tools available for designing 3D audio •  E.g. Facebook Spatial Workstation

•  Audio tools for cinematic VR and360 video •  https://facebook360.fb.com/spatial-workstation/

•  Spatial Audio Designer •  Mixing of surround sound and 3D audio •  http://www.newaudiotechnology.com/en/products/spatial-audio-designer/

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Demo: Spatial Audio In VR

• AltspaceVR spatial audio for speaker discrimination •  https://www.youtube.com/watch?v=dV3Qog44z6E

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TRACKING

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Immersion and Tracking

• Motivation: For immersion, when the user changes position in reality the VR view also needs to change • Requires tracking of the user’s pose (position/orientation)

in the real world and mapping to the Virtual World

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Definitions • Tracking: measuring the position and orientation of an object relative to a known frame of reference

• VR Tracker: technology used in VR to measure the real time change in a 3D object position and orientation

(1968) Ivan Sutherland Mechanical Tracker

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•  Frames of Reference •  Real World Coordinate System (Wcs) •  Head Coordinate System (Hcs) •  Eye Coordinate System (Ecs)

• Need to create a mapping between Frames •  E.g. Transformation from Wcs to Hcs to Ecs •  Movement in real world maps to movement in Ecs frame

Frames of Reference

Page 50: COMP 4010 Lecture5 VR Audio and Tracking

Example Frames of Reference

Assuming Head Tracker mounted on HMD

Assuming tracking relative to fixed table object

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Tracking Degrees of Freedom • Typically 6 Degrees of Freedom (DOF) • Rotation or Translation about an Axis

1.  Moving up and down 2.  Moving left and right 3.  Moving forward and backward 4.  Tilting forward and backward (pitching); 5.  Turning left and right (yawing); 6.  Tilting side to side (rolling).

Page 52: COMP 4010 Lecture5 VR Audio and Tracking

Key Tracking Performance Criteria • Static Accuracy • Dynamic Accuracy • Latency • Update Rate • Tracking Jitter • Signal to Noise Ratio • Tracking Drift

Page 53: COMP 4010 Lecture5 VR Audio and Tracking

Static vs. Dynamic Accuracy • Static Accuracy

•  Ability of tracker to determine coordinates of a position in space

•  Depends on sensor sensitivity, errors (algorithm, operator), environment

• Dynamic Accuracy •  System accuracy as sensor moves •  Depends on static accuracy

• Resolution •  Minimum change sensor can detect

• Repeatability •  Same input giving same output

Page 54: COMP 4010 Lecture5 VR Audio and Tracking

Tracker Latency, Update Rate

•  Latency: Time between change in object pose and time sensor detects the change •  Large latency (> 10 ms) can cause

simulator sickness •  Larger latency (> 50 ms) can

reduce VR immersion

• Update Rate: Number of measurements per second •  Typically > 30 Hz

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Tracker Jitter, Signal to Noise Ratio •  Jitter: Change in tracker output

when tracked object is stationary •  Range of change is sensor noise •  Tracker with no jitter reports constant

value if tracked object stationary •  Makes tracker data changing

randomly about average value

• Signal to Noise Ratio: Signal in data relative to noise •  Found from calculating mean of

samples in known positions

Page 56: COMP 4010 Lecture5 VR Audio and Tracking

Tracker Drift • Drift: Steady increase in

tracker error over time •  Accumulative (additive) error

over time •  Relative to Dynamic sensitivity

over time •  Controlled by periodically

recalibration (zeroing)

Page 57: COMP 4010 Lecture5 VR Audio and Tracking

Tracking Technologies • Mechanical

•  Physical Linkage

• Electromagnetic •  Magnetic sensing

•  Inertial •  Accelerometer, MEMs

• Acoustic •  Ultrasonic

• Optical •  Computer Vision

• Hybrid •  Combination of Technologies

Contact-less

Contact-based

Page 58: COMP 4010 Lecture5 VR Audio and Tracking

Mechanical Tracker

• Idea: mechanical arms with joint sensors

• ++: high accuracy, low jitter, low latency • -- : cumbersome, limited range, fixed position

Microscribe Sutherland

Page 59: COMP 4010 Lecture5 VR Audio and Tracking

Example: Fake Space Boom

•  BOOM (Binocular Omni-Orientation Monitor) •  Counterbalanced arm with 100o FOV HMD mounted on it •  6 DOF, 4mm position accuracy, 300Hz sampling, < 5 ms latency

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Demo: Fake Space Tele Presence

• Using Boom with HMD to control robot view •  https://www.youtube.com/watch?v=QpTQTu7A6SI

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Magnetic Tracker • Idea: Measure difference in current between a magnetic transmitter and a receiver

• ++: 6DOF, robust, accurate, no line of sight needed • -- : limted range, sensible to metal, noisy, expensive

Flock of Birds (Ascension)

Page 62: COMP 4010 Lecture5 VR Audio and Tracking

Example: Polhemus Fastrak • Degrees-of-Freedom: 6DOF • Number of Sensors: 1-4 •  Latency: 4ms • Update Rate: 120 Hz/(num sensors) • Static Accuracy Position: 0.03in RMS • Static Accuracy Orientation: 0.15° RMS • Range from Standard Source: Up to 5 feet or 1.52 meters • Extended Range Source: Up to 15 feet or 4.6 meters •  Interface RS-232 or USB (both included) • Host OS compatability GUI/API Toolkit 2000/XP •  http://polhemus.com/motion-tracking/all-trackers/fastrak

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Polhemus Tracker Demo

•  https://www.youtube.com/watch?v=7DlEfd0VH_o

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Polhemus Magnetic Tracking Error

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Example: Razer Hydra

• Developed by Sixense • Magnetic source + 2 wired controllers

•  Short range (< 1 m), Precision of 1mm and 1o

•  62Hz sampling rate, < 50 ms latency •  $600 USD

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Razor Hydra Demo

•  https://www.youtube.com/watch?v=jnqFdSa5p7w

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Inertial Tracker •  Idea: Measuring linear and angular orientation rates (accelerometer/gyroscope)

• ++: no transmitter, cheap, small, high sample rate, wireless •  -- : drift, hysteresis, noise, only 3DOF

IS300 (Intersense) Wii Remote

Page 68: COMP 4010 Lecture5 VR Audio and Tracking

Types of Inertial Trackers • Gyroscopes

•  The rate of change in object orientation or angular velocity is measured.

• Accelerometers • Measure acceleration. • Can be used to determine object position, if the starting

point is known. •  Inclinometer

• Measures inclination, ”level” position. •  Like carpenter’s level, but giving electrical signal.

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Example: MEMS Sensor

• Uses spring-supported load • Reacts to gravity and inertia

•  Changes its electrical parameters •  < 5 ms latency, 0.01o accuracy •  up to 1000Hz sampling

• Problems •  Rapidly accumulating errors. •  Error in position increases with the square of time.

•  Cheap units can get position drift of 4 cm in 2 seconds. •  Expensive units have same error in 200 seconds.

•  Not good for measuring location •  Need to periodically reset the output

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Demo: MEMS Sensor Working

•  https://www.youtube.com/watch?v=9eSnxebfuxg

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MEMS Gyro Bias Drift

•  Zero reading of MEMS Gyro drifts over time due to noise

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Example: iPhone Sensors •  Three-axis accelerometer

•  Gives direction acceleration - affected by gravity and movement

•  Three-axis gyroscope •  Measures translation and rotation

moment – affected by movement

•  Three axis magnetometer •  Gives (approximate) direction of

magnetic north

• GPS •  Gives geolocation – multiple

samples over time can be used to detect direction and speed

iPhone Sensor Monitor app

Page 73: COMP 4010 Lecture5 VR Audio and Tracking

Acoustic - Ultrasonics Tracker •  Idea: Time of Flight or Phase-Coherence Sound Waves

• ++: Small, Cheap •  -- : 3DOF, Line of Sight, Low resolution, Affected by Environment (pressure, temperature), Low sampling rate

Ultrasonic Logitech IS600

Page 74: COMP 4010 Lecture5 VR Audio and Tracking

Acoustic Tracking Methods •  Two approaches:

•  Time difference, •  Phase difference

•  Time-of-flight (TOF): •  All current commercial systems •  Time that sound pulse travels is proportional to distance from the receiver. •  Problem: differentiating the pulse from noise. •  Each transmitter works sequentially – increased latency.

•  Phase coherent approach (Sutherland 1968): •  No pulse, but continuous signal (~50 kHz) •  Many transmitters on different frequencies •  Sent and received signal phase differences give continuously the change

in distance, no latency, •  Only relative distance, cumulative & multi-path errors possible.

Page 75: COMP 4010 Lecture5 VR Audio and Tracking

Acoustic Tracking Principles • Measurements are based on triangulation

•  Minimum distances at transmitter and receiver required. •  Can be a problem if trying to make the receiver very small.

• Each speaker is activated in cycle and 3 distances from it to the 3 microphones are calculated, 9 distances total.

•  Tracking performance can degrade when operating in a noisy environment.

• Update rate about 50 datasets/s •  Time multiplexing is possible •  With 4 receivers, update rate drops to 12 datasets/s

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Example: Logitech Head Tracker •  Transmitter is a set of three ultrasonic

speakers - 30cm from each other •  Rigid and fixed triangular frame •  50 Hz update, 30 ms latency

• Receiver is a set of three microphones Placed at the top of the HMD •  May be part of 3D mice, stereo glasses, or

other interface devices

• Range typically about 1.5 m •  Direct line of sight required •  Accuracy 0.1o orientation, 2% distance

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Optical Tracker • Idea: Image Processing and Computer Vision • Specialized

•  Infrared, Retro-Reflective, Stereoscopic

• ++: Long range, cheap, immune to metal • -- : Line of Sight, Visual Targets, Low Sampling rate

ART Hi-Ball

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Outside-In vs. Inside-Out Tracking

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Optical Tracking Technologies

• Scalable active trackers • InterSense IS-900, 3rd Tech HiBall

• Passive optical computer vision • Line of sight, may require landmarks • Can be brittle. • Computer vision is computationally-intensive

3rd Tech, Inc.

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Example: HiBall Tracking System (3rd Tech)

• Inside-Out Tracker • $50K USD

• Scalable over large area • Fast update (2000Hz) • Latency Less than 1 ms.

• Accurate • Position 0.4mm RMS • Orientation 0.02° RMS

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Example: Microsoft Kinect

• Outside-in tracking • Components:

•  RGB camera •  Range camera •  IR light source •  Multi-array microphone

• Specifications •  Range 1-6m •  Update rate 30Hz •  Latency 100ms •  Tracking resolution < 5mm

• Range Camera extracts depth information and combines it with a video signal

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Hybrid Tracking •  Idea: Multiple technologies overcome limitations of each one • A system that utilizes two or more position/orientation

measurement technologies (e.g. inertial + vision)

•  ++: Robust, reduce latency, increase accuracy •  -- : More complex, expensive

Intersense IS-900 Ascension Laser Bird

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Example: Intersense IS-900 •  Inertial Ultrasonic Hybrid tracking

•  Use ultrasonic strips for position sensing •  Intertial sensing for orientation •  Sensor fusion to combine together

• Specifications •  Latency 4ms •  Update 180 Hz •  Resolution 0.75mm, 0.05o •  Accuracy 3mm, 0.25o

•  Up to 140m2 tracking volume

•  http://www.intersense.com/pages/20/14

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Demo: IS-1200 and IS-900

•  https://www.youtube.com/watch?v=NkYLlTyuYkA

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Example: Vive Lighthouse Tracking • Outside-in hybrid tracking system •  2 base stations

•  Each with 2 laser scanners, LED array

• Headworn/handheld sensors •  37 photo-sensors in HMD, 17 in hand •  Additional IMU sensors (500 Hz)

• Performance •  Tracking server fuses sensor samples •  Sampling rate 250 Hz, 4 ms latency •  2mm RMS tracking accuracy •  Large area - 5 x 5m range

•  See http://doc-ok.org/?p=1478

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Lighthouse Components

•  sd

Base station - IR LED array - 2 x scanned lasers

Head Mounted Display - 37 photo sensors - 9 axis IMU

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Lighthouse Setup

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How Lighthouse Tracking Works • Position tracking using IMU

•  500 Hz sampling •  But drifts over time

• Drift correction using optical tracking •  IR synchronization pulse (60 Hz) •  Laser sweep between pulses •  Photo-sensors recognize sync pulse, measure time to laser •  Know when sensor hit and which sensor hit •  Calculate position of sensor relative to base station •  Use 2 base stations to calculate pose

• Use IMU sensor data between pulses (500Hz) • See http://xinreality.com/wiki/Lighthouse

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Lighthouse Tracking

Base station scanning

https://www.youtube.com/watch?v=avBt_P0wg_Y https://www.youtube.com/watch?v=oqPaaMR4kY4

Room tracking

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www.empathiccomputing.org

@marknb00

[email protected]