Mixed Reality from demo to product

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Transcript of Mixed Reality from demo to product

mvaloriani@gmail.com

@matteovaloriani

www.fifthingenium.com

Mixed Reality:Dalle demo a un prodottoMatteo Valoriani

Torino, 23 Settembre 2016

Sponsor

Nice to Meet You3

Matteo ValorianiCEO of FifthIngeniumPhD at Politecnico of MilanoSpeaker and Consultant

Microsoft MVP – Emerging Experiences

Intel Software Innovator

mvaloriani at gmail.com@MatteoValorianiSlideshare: www.slideshare.net/MatteoValorianiLinkedin: https://it.linkedin.com/in/matteovalorianiBlog: http://fifthingenium.com/blogGitHub: https://github.com/mvaloriani

Agenda

Inside the HoloLens

Hardware Review

HoloLens Optics

Holographic Processing Unit v 1.0

HoloLens UX

HoloLens UX overview

HoloLens UX Tips

Fast Developer Tips

What NEXT?

Inside the HoloLens

5

Hololens Prototype6

Hololens Device - Confort7

Hololens Device - Confort8

Hololens Device – Sensor Bar9

Hololens Device – Sensor Bar

Ambient Light

Sensor

2MP Photo (2048x1152)/ HD Video Camera (1408x792)

Depth CameraIR Camera based on Time-Of-FlyHands Tracking + Surface reconstruction + Object Position

4 Environment Understanding CameraGray Scale Cameras

Create Map of the Room

10

Hololens Device – Optics11

Hololens Device – Optics

IMUGyroscope + Magnetometer + AccelerometerFast Position Updates (<10ms )

2 HD 16:9 light enginesProject images on lensesHolographic Resolution: 2.3M total light pointsHolographic Density >2.5k radiants(light points per radian)Automatic pupillary distance calibration

See-through holographic lenses (waveguides)R - G – B Layers

12

Hololens Device – Internal Hardware13

Hololens Device – Internal Hardware

Memory: 64GB Flash / 2GB RAM

Processor: Intel Atom x5-Z8100 1.04 GHz

64-bit

Intel Airmont (14nm) 4 Logical

GPU: Intel 8086h, Dedicated Video

Memory 114 MB, Shared System

Memory 980 MB

Custom-built Microsoft Holographic

Processing Unit (HPU 1.0)

Battery: 16,500 mWhWeight : 579g

14

Hololens Device – 3D Spatial Sound15

Hololens Device – 3D Spatial Sound

Built-in speakers.

A precise audio experience without headphones that is immersive, yet won’t block out the real world.

Spatial sound.

Using a scientific model that characterizes how the human ear receives sound from a specific location, Microsoft HoloLens synthesizes sound so that you can hear holograms from anywhere in the room.

16

HoloLens Optics

17

Optica vs Video see-through18

Device modules19

Imaging Optics

Combiner Optics

Head Traking

Gesture Sensing

EPE

Display

TIR Prism Combiners20

Prisms and beam splitters: Prisms are crystals that bend and redirect light. Beam splitters use similar technology to split light and send it in two directions simultaneously. The reflected light is projected directly into the user’s retina. Google Glass uses a prism to redirect the image into the eye.

Mirrors: The basis for many optical instruments, mirrors can be used to redirect and focus light. Depending on how they are designed and manufactured, they can transmit light from one direction and reflect light from another. Osterhout Design Group (ODG) uses a mirror with a special coating in its R-7 smartglasses.

General concept of Wave guide21

Waveguides: These devices channel light along a path as in an optical fiber, and they are used widely in telecommunications and electronics. In smartglasses, waveguides direct light from tiny displays housed in the temples of the glasses toward the lenses in front of the eye. Vuzix was the first to use waveguides in 2013.

Half Tone Reflective Waveguide Combiners22

Diffractive extraction - Exit Pupil Expansion23

Nanometer wide structures or gratings are placed on the surface of the waveguide at the location where we want to extract an image. The grating effectively creates an interference pattern that diffracts the light out and even enlarges the image. This is known as SRG or surface relief grating.

EPE literally means making an image bigger (expanding it) so it covers as much of the exit pupil as possible, which means your eye plus every area your pupil might go to as you rotate your eyeball to take in your field of view (about a 10mm x 8mm rectangle or eye box).

Original work by Nokia on 1D EPE waveguide grating conbiners (1995)

Difractibe-Holographic Waveguide

Combiners with EPE

24

Light field25

This term is defined as the amount of light flowing in every direction through every

point in space.4 It is emerging as an alternative method for displaying 3-D objects that

appear more realistic than those created by providing different left and right images in

a stereoscopic display.

Magic Leap states it is using light field technology in its smartglasses.

Holographic Processing Unit v 1.0

26

Hololens Hadware Blocks27

Holographic Processing Unit v 1.0

TSMC-fabricated 28 nm co-processor.

24 Tensilica DSP cores (12 clusters)

65 million logic gates (used 50%)

8 MB of SRAM

1GB DRAM

1 Trillion Operation per second

Sensor aggregator with gesture and environment processing

200x over software implementation

Low Power (<10 Watts)

12 mm

12 m

m28

Fild Of View29

Remember HW Limits30

Goals

• Frame Rate 60 fps

• Memory < 900 MB Total Commit

The the biggest factors for CPU performance are:

• Too many objects being rendered (try to keep this under 100 unique Renderers or UI elements)

• Expensive updates or too many object updates

• Hitches due to garbage collection

• Expensive graphics settings and shaders (shadows, reflection probes, etc.)

https://developer.microsoft.com/en-us/windows/holographic/performance_recommendations_for_unity

Optimize Player31

Go to the player settings by navigating to "Edit > Project Settings > Player" page, click on the "Windows Store“

Use Shader preloading, preloading means you won't see any hitches due to runtime shader compilation.

Make sure "Rendering > Rendering Path" is set to Forward (this is the default).

The "Use 16-bit Depth Buffers" setting allows you to enable 16-bit depth buffers, which drastically reduces the bandwidth (and thus power) associated with depth buffer traffic.

HoloLens UX

32

Objects Interaction33

Move Objects34

Rotate Objects35

Small and Large Interaction36

Object size / Interaction space37

Menu38

Menu39

Maximize 3D Use40

Feedbacks41

Learnability42

Looking Indicator / Target43

Looking Indicator / Target44

Incidental Interaction45

Space Limits46

Security47

Takeaways

Minimalize Fatigue

Gestural interaction involves more muscles than keyboard interaction or speech.

Gestural interactions must therefore be concise and quick, and minimize user’s effort and physical stress.

Two types of muscular stress are known:

• static, the effort required maintaining a posture for a fixed amount of time;

• dynamic, related to the effort required to move a portion of the body through a trajectory.

Favor ease of learning (Learnability) 1/2

It must be easy for the user to learn how to

perform and remember interaction,

minimizing the mental load of recalling

associated actions.

The learning rate depends on tasks, user

experience, skills, as well as the size of the

gesture language (more gestures decrease

the learnability rate).

Favor ease of learning (Learnability) 2/2

The interaction that are most natural, easy to learn and are immediately

assimilated by the user are those that belong to everyday life, or involve the

least physical effort.

Complex interaction can be more expressive and give more control, but have

a higher learnability burden.

Hence there is clearly a tension between design requirements, among which a

compromise must be made: naturalness of interaction, minimum size of the

gesture language, expressiveness and completeness of the interaction.

Intentionality (Immersion Syndrome)

Users can perform unintended gestures, i.e.,

movements that are not meant to communicate

with the system they are interacting with.

The “immersion syndrome” occurs if every

movement is interpreted by the system, whether

or not it was intended, and may determine

interaction effects against the user’s will.

Need to design reaction to unpredicted user

interaction.

Not-self-revealing

Appropriate feedback indicating the effects

and correctness of the interaction performed is

necessary for successful interaction, and to

improve the user's confidence in the system.

Developer Tips

54

What next?

55

56

Project Alloy57

Wireless VR/MR device

2 RealSense for spatial and hands traking

Commercial options58

Kiosk mode. With HoloLens kiosk mode, you can limit which apps to run to enable demo or showcase experiences.

Mobile Device Management (MDM) for HoloLens.Your IT department can manage multiple HoloLens devices simultaneously using solutions like Microsoft InTune. You will be able to manage settings, select apps to install and set security configurations tailored to your organization's need.

Identity. Azure Active Directory and next generation credentials with PIN unlock.

Windows Update for Business. Controlled operating system updates to devices and support for long term servicing branch.

Data security. BitLocker data encryption and secure boot is enabled on HoloLens to provide the same level of security protection as any other Windows device.

Work access. Anyone in your organization can remotely connect to the corporate network through a virtual private network on a HoloLens. HoloLens can also access Wi-Fi networks that require credentials.

Windows Store for Business.Your IT department can also set up an enterprise private store, containing only your company’s apps for your specific HoloLens usage. Securely distribute your enterprise software to selected group of enterprise users

Meta 259

Magic Leap60

Daqri61

HTC Vive62

Oculus Rift 263

Vuzix64

Play Station VR65

Thanks66

References

• https://www.youtube.com/watch?v=zuzK3amWFzg

• https://developer.microsoft.com/en-us/windows/holographic/hardware_details

• https://www.youtube.com/watch?v=u0eBd2m_wEs&app=desktop

• http://www.techtimes.com/articles/175034/20160826/microsoft-reveals-more-about-hololens-hardware.htm

• http://www.techtimes.com/articles/174764/20160823/microsoft-reveals-specs-of-hololens-holographic-processing-unit.htm

• http://www.tomshardware.com/news/microsoft-hololens-components-hpu-28nm,32546.html

• https://books.google.it/books?id=qPU2DAAAQBAJ&pg=PT136&lpg=PT136&dq=hololens+spatial+resolution&source=bl&ots=rZxOQzXlj7&sig=by_ssS7gRYaL_viWpmPBACMQffU&hl=en&sa=X&ved=0ahUKEwj0ueLXiZnPAhUBthoKHVpfCL44ChDoAQhUMAk#v=onepage&q=hololens%20spatial%20resolution&f=false

• http://doc-ok.org/?p=1329

• http://www.pwc.com/us/en/technology-forecast/augmented-reality/optic-breakthroughs-reshaping-augmented-reality.html

• http://www.slideshare.net/marknb00/a-survey-of-augmented-reality

• https://www.microsoft.com/microsoft-hololens/en-us/hololens-commercial

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