Building Cameras For The Immersive Future

Thus far, the vast majority of human photographic output has been two-dimensional. 3D displays have come and gone in various forms over the years, but as technology progresses, we’re beginning to see more and more immersive display technologies. Of course, to use these displays requires content, and capturing that content in three dimensions requires special tools and techniques. Kim Pimmel came down to Hackaday Superconference to give us a talk on the current state of the art in advanced AR and VR camera technologies.

[Kim]’s interest in light painting techniques explored volumetric as well as 2D concepts.
Kim has plenty of experience with advanced displays, with an impressive resume in the field. Having worked on Microsoft’s Holo Lens, he now leads Adobe’s Aero project, an AR app aimed at creatives. Kim’s journey began at a young age, first experimenting with his family’s Yashica 35mm camera, where he discovered a love for capturing images. Over the years, he experimented with a wide variety of gear, receiving a Canon DSLR from his wife as a gift, and later tinkering with the Stereorealist 35mm 3D camera. The latter led to Kim’s growing obsession with three-dimensional capture techniques.

Through his work in the field of AR and VR displays, Kim became familiar with the combination of the Ricoh Theta S 360 degree camera and the Oculus Rift headset. This allowed users to essentially sit inside a photo sphere, and see the image around them in three dimensions. While this was compelling, [Kim] noted that a lot of 360 degree content has issues with framing. There’s no way to guide the observer towards the part of the image you want them to see.

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A Pair Of CRTs Drive This Virtual Reality Headset

With the benefit of decades of advances in miniaturization, looking back at the devices of yore can be entertaining. Take camcorders; did we really walk around with these massive devices resting on our shoulders just to record the family trip to Disneyworld? We did, but even if those days are long gone, the hardware remains for the picking in closets and at thrift stores.

Those camcorders can be turned into cool things such as this CRT-based virtual reality headset. [Andy West] removed the viewfinders from a pair of defunct Panasonic camcorders from slightly after the “Reggievision” era, leaving their housings and optics as intact as possible. He reverse-engineered the connections and hooked up the composite video inputs to HDMI-to-composite converters, which connect to the dual HDMI ports on a Raspberry Pi 4. An LM303DLHC accelerometer provides head tracking, and everything is mounted to a bodged headset designed to use a phone for VR. The final build is surprisingly neat for the number of thick cables and large components used, and it bears a passing resemblance to one of those targeting helmets attack helicopter pilots use.

The software is an amalgam of whatever works – Three.js for browser-based 3D animation, some off-the-shelf drivers for the accelerometers, and Python and shell scripts to glue it all together. The video below shows the build and a demo; we don’t get the benefit of seeing what [Andy] is seeing in glorious monochrome SD, but he seems suitably impressed. As are we.

We’ve seen an uptick in projects using CRT viewfinders lately, including this tiny vector display. Time to scour those thrift stores before all the old camcorders are snapped up.

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Electric Dreams Help Cows Survive The Desert Of The Real

Pictures of a cow wearing a pair of comically oversized virtual reality goggles recently spread like wildfire over social media, and even the major news outlets eventually picked it up. Why not? Nobody wants to read about geopolitical turmoil over the holidays, and this story was precisely the sort of lighthearted “news” people would, if you can forgive the pun, gobble up.

But since you’re reading Hackaday, these images probably left you with more questions than answers. Who made the hardware, what software is it running, and of course, why does a cow need VR? Unfortunately, the answers to the more technical questions aren’t exactly forthcoming. Even tracking the story back to the official press release from the Ministry of Agriculture and Food of the Moscow Region doesn’t tell us much more than we can gather from the image itself.

But it does at least explain why somebody went through the trouble of making a custom bovine VR rig: calm cows produce more milk. These VR goggles, should they pass their testing and actually be adopted by the Russian dairy industry, will be the newest addition to a list of cow-calming hardware devices that farmers have been using for decades to get the most out of their herds.

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Ask Hackaday: Is Anyone Sad Phone VR Is Dead?

It’s official: smartphone-based VR is dead. The two big players in this space were Samsung Gear VR (powered by Oculus, which is owned by Facebook) and Google Daydream. Both have called it quits, with Google omitting support from their newer phones and Oculus confirming that the Gear VR has reached the end of its road. Things aren’t entirely shut down quite yet, but when it does it will sure leave a lot of empty headsets laying around. These things exist in the millions, but did anyone really use phone-based VR? Are any of you sad to see it go?

Google Cardboard, lowering cost and barrier to entry about as low as it could go.

In case you’re unfamiliar with phone-based VR, this is how it works: the user drops their smartphone into a headset, puts it on their head, and optionally uses a wireless controller to interact with things. The smartphone takes care of tracking motion and displaying 3D content while the headset itself takes care of the optics and holds everything in front of the user’s eyeballs. On the low end was Google Cardboard and on the higher end was Daydream and Gear VR. It works, and is both cheap and portable, so what happened?

In short, phone-based VR had constraints that limited just how far it could go when it came to delivering a VR experience, and these constraints kept it from being viable in the long run. Here are some of the reasons smartphone-based VR hit the end of the road: Continue reading “Ask Hackaday: Is Anyone Sad Phone VR Is Dead?”

Tinker Pilot Project Cranks Cockpit Immersion To 11

One of the more interesting ideas being experimented with in VR is 1:1 mapping of virtual and real-world objects, so that virtual representations can have physically interaction in a normal way. Tinker Pilot is a VR spaceship simulator project by [LLUÍS and JAVI] that takes this idea and runs with it, aiming for the ability to map a cockpit’s joysticks, switches, and other hardware to real-world representations. What does that mean? It means a virtual cockpit with flight sticks, levers, and switches that have working physical versions that actually exist exactly where they appear to be.

A few things about the project design caught our eye. One is the serial communications protocol intended to interface easily with microcontrollers, allowing for feedback between the program and any custom peripherals. (By the way, this is the same approach Kerbal Space Program took with KSPSerialIO, which enables custom mission control hardware at whatever level of complexity a user may wish to implement.)

The possibilities are demonstrated starting around 1:09 in the teaser trailer (embedded below) in which a custom controller is drawn up in CAD, then 3D-printed and attached to an Arduino, and finally the 3D model is imported into the cockpit as a 1:1 representation of the actual working unit, with visual positional feedback.

Unlike this chair experiment we saw which attached a Vive Tracker to a chair, there is no indication of needing positional trackers on individual controls in Tinker Pilot. In a cockpit layout, controls can be reasonably expected to remain in fixed positions relative to the cockpit, meaning that they can be set up as 1:1 representations of a physical layout and otherwise left alone. The kind of experimentation that is available today even to individual developers or small teams is remarkable, and it’s fascinating to see the ideas being given some experimentation.

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Everything You Probably Didn’t Know About FOV In HMDs

VR headsets have been seeing new life for a few years now, and when it comes to head-mounted displays, the field of view (FOV) is one of the specs everyone’s keen to discover. Valve Software have published a highly technical yet accessibly-presented document that explains why Field of View (FOV) is a complex thing when it pertains to head-mounted displays. FOV is relatively simple when it comes to things such as cameras, but it gets much more complicated and hard to define or measure easily when it comes to using lenses to put images right up next to eyeballs.

Simulation of how FOV can be affected by eye relief [Source: Valve Software]
The document goes into some useful detail about head-mounted displays in general, the design trade-offs, and naturally talks about the brand-new Valve Index VR headset in particular. The Index uses proprietary lenses combined with a slight outward cant to each eye’s display, and they explain precisely what benefits are gained from each design point. Eye relief (distance from eye to lens), lens shape and mounting (limiting how close the eye can physically get), and adjustability (because faces and eyes come in different configurations) all have a role to play. It’s a situation where every millimeter matters.

If there’s one main point Valve is trying to make with this document, it’s summed up as “it’s really hard to use a single number to effectively describe the field of view of an HMD.” They plan to publish additional information on the topics of modding as well as optics, so keep an eye out on their Valve Index Deep Dive publication list.

Valve’s VR efforts remain interesting from a hacking perspective, and as an organization they seem mindful of keen interest in being able to modify and extend their products. The Vive Tracker was self-contained and had an accessible hardware pinout for the express purpose of making hacking easier.  We also took a look at Valve’s AR and VR prototypes, which give some insight into how and why they chose the directions they did.