For over 40 years, developers and information technology scientists have been searching for a lightweight, stereoscopic optical see-through near-to-the-eye display which would enable the seamless convergence of real and virtual environments.
Only recently are full bright large stereoscopic displays becoming available through tiled stereoscopic large screen projection technology.
While single-tile (low resolution) stereoscopic large screen projection technology is heavily used in industrial application of virtual reality (VR) and was integral in the adoption of industry side VR systems, augmented reality (AR) applications suffer from the unavailability of appropriate HMDs and have yet to find a market.
Within the automotive industry, large size displays are commonly used during the design review phase. Compared to the common visual inspection of a physical mock-up under daylight conditions (bright sunlight) today’s large size displays provide a dull impression of the 3D object. Brightness and resolution is lacking as well as rendering quality.
Augmented Reality (AR) is used by the automotive industry to review changes to both real and virtual cars. Currently, real and virtual scenes are combined through video mixing. A video stream of the real environment is captured and presented to the user together with a virtual overlay. Camera resolution, image brightness, frame grabbing and compositing entail an unacceptable loss of presence. Both elements, real end virtual, end up appearing artificial. In addition to the poor quality of today’s affordable HMDs, potential users are put off by limited ergonomics.
In order to improve the AR based design review scenario within the automotive scenario, it was determined though user requirement analysis that the ideal solution would be a fit for purpose HMD fitted with a lightweight near-to-the-eye display. At the time of project conception, such a device did not exist.
The HMD wearer needs to move freely in space, necessitating efficient stereoscopic video transmission techniques for stereoscopic video and advanced tracking technology for detecting to users position and orientation in a large(r) area is required. Tracking is also the basis for advanced 2D and 3D interaction with large size displays and in free space.
The last important aspect within this scenario is rendering quality. The quality of the virtual objects to be displayed is as important as the quality of the display system itself – the best resolution and brightness does not help if the quality of the rendered object is poor. In mixed reality scenes, rendering quality becomes even more important to melt real and virtual objects as indistinguishable as possible together.
The use of advanced visualization systems during the design review process has become popular within a number of progressive architectural practices in recent years. A building or structure, by definition has to take into account several factors in addition to aesthetics. The architect must consider issues relating to electrical wiring and plumbing as well environmental priorities such as energy and local regulations.
Often a buildings intended location is some distance from where it is being designed and collaboration with stakeholders becomes problematic. From the perspective of the architect, a crucial aspect of the design phase is smooth and effective communication between heterogeneous partners. Currently, concepts are communicated in the form of sketches and plans.
Architectural practices do not have the financial flexibility of automotive companies and as a result, some of the immersive design environments available to companies such as Audi and VW are not within reach. Additionally, it has been the case, and certainly the perception, that VR systems are inflexible and difficult to use. Faced with the real problems of varied illumination conditions, cumbersome equipment, ergonomic discomfort, lack of mobility, poor rendering and high cost, there was little incentive for the introduction of VR technologies.
It was recognized that if these constraints could be removed, the architectural sector will be able to take full advantage of VR environments, and integrate a customized system which will be of tremendous benefit and assistance to the review process.
The architectural instance of IMPROVE significantly improves communication between stakeholders whilst navigating a virtual scene. Accurate simulation of the future built environment in achieved by providing a high degree of realism. Materials and illumination conditions can be reviewed in real time, and like the automotive solution, collaborating architects can modify geometry and attach ‘memos’ to relevant objects within the scene.
This scenario will exploit advancements in hardware brought by the project through the development of an interactive virtual work place for architects, which will be based on a VR interface customized for the practitioners’ needs.