CIVIT Tech Day: VR Walkthrough
CIVIT is organizing its next Technology Day on the theme ‘VR Walkthrough’. CIVIT has got new and more functional premises, modern new equipment and gathered relevant research expertise. We invite passionate researchers, talented students, industry stakeholders, and everyone interested in the CIVIT activities to take part in the CIVIT re-opening.
Come and enjoy a keynote and presentations from world renowned experts in immersive imaging and display and walk through the inspiring demos. You can find the presentations also on YouTube. We will demonstrate an omnidirectional treadmill for ultimate VR experience, advanced AR visualization platforms, Lidar to point cloud conversion, mobile robot platform for scene capture and SLAM, and much more. We will discuss the important steps of creating immersive VR experience with experts from the Academia and industry.
- 09:30 – 10:00 – Morning coffee and registration
- 10:00 – 10:15 – Opening: Mika Grundström, Dean of the Faculty of Computing and Electrical Engineering
- 10:15 – 11:00 – ‘Immersive Digital Reality’, keynote by Prof. Marcus Magnor, Head of Computer Graphics Institute, TU Braunschweig, Germany
- 11:00 – 11:15 – ‘CIVIT 2.0’, Presentation by Atanas Gotchev
- 11:15- 11:45 – ‘Resolution Revolution’, presentation by Urho Konttori, CEO of Varjo, Finland
- 11:45 – 12:45 – Lunch
- 12:45 – 13:15 – ‘The missing link between Virtual and Reality’, presentation by Richard Guilfoyle, Sales Director, Omnifinity, Sweden
- 13:15 – 13:45 – ‘Lessons from the Trenches’, presentation by Luke Noonan, President @ RUST Ltd, US
- 13:45 – 14:45 – Panel with speakers, moderated by Atanas Gotchev
- 14:45 – 16:30 – Demos at CIVIT: Omnidirectional treadmill, Varjo’s bionic display, CIVIT’s Lidar and point cloud to Unity and Mobile robot + gimbal, and more
Keynote: Immersive Digital Reality
Marcus Magnor heads the Computer Graphics Lab of the Computer Science Department at Technische Universität Braunschweig (TU Braunschweig). He received his BA (1995) and MS (1997) in Physics from Würzburg University and the University of New Mexico, respectively, and his PhD (2000) in Electrical Engineering from Erlangen University. For his post-graduate studies, he joined the Computer Graphics Lab at Stanford University. In 2002, he established the Independent Research Group Graphics-Optics-Vision at the Max-Planck-Institut Informatik in Saarbrücken. He completed his habilitation in 2005 and received the venia legendi for Computer Science from Saarland University. In 2009, he was Fulbright Scholar at the University of New Mexico, USA, where he holds an appointment as Adjunct Professor at the Physics and Astronomy Department. In 2011, Marcus Magnor was elected member of the Engineering Class of the Braunschweigische Wissenschaftliche Gesellschaft. He is laureate of the Wissenschaftspreis Niedersachsen 2012. His research interests concern visual computing, i.e. visual information processing from image formation, acquisition, and analysis to image synthesis, display, perception, and cognition. Areas of research include, but are not limited to, computer graphics, computer vision, visual perception, image processing, computational photography, astrophysics, imaging, optics, visual analytics, and visualization.
Abstract: Since the times of the Lumière brothers, the way we watch movies hasn’t fundamentally changed: whether in movie theaters, on mobile devices, or on TV at home, we still experience movies as outside observers, watching the action through a “peephole” whose size is defined by the angular extent of the screen. As soon as we look away from the screen or turn around, we are immediately reminded that we are only “voyeurs”. With full field-of-view, head-mounted and tracked displays available now on the consumer market, this outside-observer paradigm of visual entertainment is giving way to a fully immersive experience that encompasses the viewer and is able to draw us in much more than was possible before.
Current endeavors towards immersive visual entertainment, however, are still almost entirely based on 3D graphics-generated content, limiting application scenarios to virtual worlds only. The reason is that in order to provide for stereo vision and ego-motion parallax, which are essential for genuine visual immersion perception, the scene must be rendered in real-time from arbitrary vantage points. While this can be easily accomplished for 3D graphics via standard GPU rendering, it is not at all straight-forward to do the same from conventional video footage acquired of real-world events.
In my talk I will outline avenues of research toward enabling the immersive experience of real-world recordings, enhancing the immersive viewing experience by taking perceptual issues into account, and extending visual immersion beyond a single viewer to create a collectively experienceable immersive real-world environment.
Urho Konttori: SW developer for a decade, led visual side of operating system for N9 and N900 at Nokia, then 5 years in hardware forward labs for Nokia and Microsoft developing and managing multiple phone programs, technology developments, camera and VR hardware developments. Founder and CEO of Varjo.
Abstract: Varjo is an innovative Finnish startup developing the next generation of VR displays. Their newly developed Bionic display™ lets you see imagery as clearly as you see the real world. You focus on what you are interested in and you see it in the highest resolution. You move your eyes around and you see the next object of interest again clear and sharp. The periphery is there and visible, but your focus is always on what is in front of your eyes. Varjo’s display tracks your eyes in real time and delivers a perfect and completely accurate image, perhaps the best one can find in VR displays today.
The Missing Link Between Virtual and Reality
Richard Guilfoyle: Sales Director with a specialized background in international sales for gaming hardware and passion for technical internet marketing. Richard is English and has been living in Sweden for over 10 years and brings a unique combination of a technical IT background with vast experience in International sales and marketing.
Abstract: Since early computer games the idea that you could be “in” the game as been a fantasy, with the help of the latest VR Headsets you can be visually immersed but that is still a long way from the dream of being in the game. Our small team in southern Sweden decided that we were going to solve this problem and developed the Omnideck. Richard will give an insight into the story and revelations of building the ultimate VR Treadmill. What impact does this have on the VR/AR landscape for research / innovation, entertainment and Defense Applications?
Lessons from the Trenches
Luke Noonan: Luke Noonan is a globe-trotting media artist, designer, punk, technologist, entrepreneur, educator, social justice warrior, and noisemaker. As co-founder and President of the award-winning studio, RUST LTD. he has done work ranging from board games to high-end tech demos, from mobile apps for health to amusement park attractions. He splits his time between Bristol UK and Los Angeles CA..
Abstract: In early 2016 when one of our VR devlog videos went viral, we went from zero to Early Access overnight. We had to get up to speed really quickly and, on top of everything else, we had a community to manage before we even had a title for the project. This talk is about what we learned over the course of a, very public, Early Access development of our VR sandbox game: Hot Dogs, Horseshoes & Hand Grenades. Topics will include; community management, viral marketing, UI/UX, business development, and game design & development in VR.
During the day, in CIVIT premises, the TechDay attendees will get a chance to have a firsthand experience of latest VR and display technologies. Among other things, they will be able to immerse themselves with body and mind in the VR world by means of the Varjo’s Bionic VR headset and Omnifinity’s omnidirectional treadmill. Furthermore, CIVIT’s own new equipment will demonstrated, this including Lidar and point cloud to Unity conversion and Mobile robot + gimbal in action.
Note that the VR headset and the treadmill are personal devices and require spending 10-15 min to test them. To allow more people to experience them, we have set doodle polls. Registered attendees will receive an email with the corresponding links. Please, fill in the polls if you want to secure your personal test slot.