THE CARE AND COST OF IMMERSIVE 3D
3D AV TECHNOLOGY IS
ALL THE RAGE THESE DAYS from single screen theatrical 3D movies and
consumer 3DTVs, all the way up to immersive
3D systems, where the viewer is surrounded
by integrated 3D full-length screens
on all four sides, the ceiling, and floor.
Immersive 3D systems are now in use at
leading universities, businesses, and government
agencies, including the military. When
combined with 3D viewer glasses—and tracking
systems that tell the AV system computer(s)
where the viewer is looking and what perspective
they should be seeing—immersive 3D
delivers a true “virtual reality” experience."
It falls to AV technicians and managers to
purchase, install, and maintain immersive 3D
systems, plus provide training to users. This
begs the question: Just how complicated is the
care and feeding of immersive 3D AV systems?
3D FUNDAMENTALS
Immersive 3D starts with the basic 3D visual
experience. It involves displaying separate
left and right visual fields in the user’s 3D
glasses in real-time, correlated in such a fashion
that the user’s brain integrates the two
feeds into a single 3D image in their head. To
do this, the 3D system requires ongoing software
control by one of more computers-both
to feed the correct images to the user and to
constantly track the user’s physical position,
so that the image positions and perspective
can be altered as needed to remain realistically
3D. This is accomplished using a tracking
system that is attached to the user, so
that the controlling software can monitor
their positional changes in real time.
This technology then goes one step further by
surrounding the user with 3D images around, above,
and below them. This technology is typically seen in
a room-like immersive 3D system known as the
CAVE. Short for ‘CAVE Automatic Virtual
Environment’, CAVE systems have three or more
screens, each one serving as a wall, floor or ceiling in
the CAVE itself. In the ideal CAVE, the user is surrounded
on all four sides with full-length screens,
with a ceiling and floor also in place. Each screen is
covered by a rear-mounted projector. To cover the
full floor with imagery, the projector has to be
mounted in the room below the CAVE, and shoot
upwards underneath the user’s feet.
It is possible to do 3D immersive videoconferencing,
which involves shooting the subjects at each end
with paired video cameras. However, the need for
everyone to wear 3D glasses in order to see the 3D video
makes eye contact impossible. It would be like conducting
an in-person meeting with everyone wearing
sunglasses; it’s not a good way to make eye contact.
EXAMPLES OF IMMERSIVE 3D
Two of the more complex immersive 3D AV campuses
in use today are operated by Duke University in
Durham, North Carolina, and UC Davis (part of the
University of California) in Davis, California. Duke
operates a CAVE known as the DiVE (Duke immersive
Virtual Environment). UC Davis operates its
own CAVE and other immersive 3D systems—collectively
known as KeckCAVES (W.M. Keck Center for
Active Visualization in the Earth Sciences).
“The DiVE has six 10- by 10-foot screens serving as the walls, ceiling and
floor; providing the most
realistic virtual reality environment
possible for the
user,” says Steve Feller, a research
engineer with Duke’s Visualization
Technology Group, and the person who installed
and maintains the DiVE. “We don’t do video, but
rather 3D computer simulations that the user
interacts with, and which can be shared with
other users remotely in real time.”
Oliver Kreylos is assistant research scientist
with the UC Davis Institute for Data Analysis
and Visualization (IDAV) and the W. M. Keck
Center for Active Visualization in the Earth
Sciences (KeckCAVES). He develops most visualization
software used at KeckCAVES, and maintains
its CAVE plus two new 3D video “capture
sites” developed by Professor Ruzena Bajcsy and
her research group at UC Berkeley. Professor
Bajcsy is using these systems to bring together
remotely-located dancers in the same 3D virtual
space, and allowing geo-scientists in separate
locations to work interactively with seismic data.
“A 3D capture site consists of several clusters
of four cameras each,” Kreylos says. “Each
cluster reconstructs a 3D facade from its point
of view, and a complete view of any object
inside the site’s capture space is created by
merging facades from multiple camera clusters
in the same 3D coordinate system.” The capture
site at UC Berkeley has 12 clusters (48 cameras
total) for a full 360-degree reconstruction. The
UC Davis capture site has two clusters, and only
captures the front of a person sitting in front of
a single-screen 3D display system.
The captured video can be viewed on a 3DTV
or full CAVE. “We prefer immersive (i.e., headtracked
and stereoscopic) systems, such as
CAVEs, for their convincing simulation of colocation,
i.e., remote participants appear as if
they were really there,” he notes.
SETUP AND COST
The complex aspect of immersive 3D systems
are the software package selected to run the system.
These vary depending the needs of the
user. For instance, UC Davis’ W.M. Keck Center
for Active Visualizations in the Earth Sciences
(for looking inside the Earth’s structure in 3D)
user a suite of visualization applications based
on a common infrastructure. They include 3D
Visualizer to interactively visualize gridded 3D
data, LiDAR Viewer to analyze ultra-high resolution
3D laser scanning data, and Crusta to
view sub-meter resolution topography models
with global coverage; all developed at UC Davis.
The DiVE has many missions ranging from
representing molecules and anatomy to creating
realistic 3D environments in which cognitive
psychological experiments can be conducted.
(In one project, led by Duke’s Dr. Rachael
Brady, subjects are exposed to fear stimuli in
different settings, to see how well fear can be
“unlearned”.) This is why the
DiVE uses a range of visualization
software such as 3DS Max,
Avatar Creation, Avizo, Google
Sketch Up, Syzygy, and Virtools.
The software can be expensive, but the AV
components are often standard industrial products.
A case in point: “The cameras comprising
each UC Davis 3D reconstruction cluster are
off-the-shelf Firewire cameras, typically ones
made by Point Grey Research,” says Oliver
Kreylos. “Each cluster is controlled by a
Windows computer, responsible to reconstruct
a 3D facade from offset camera images, connected
directly to each camera in the cluster.
An additional (Linux) computer serves as frontend
for an entire capture site, offering a service
to which 3D video clients can connect to receive
3D facades from all clusters. The front-end
additionally synchronizes all cameras in a site
using a custom-made trigger cable.”
Meanwhile, “The display side can be any
desktop PC (client software is Linux or Mac OS
X only), or any immersive display system,” he
adds. “The display system integrated with our
two-cluster capture site is a low-cost VR environment
based on a 72-inch commercial 3D TV
and a NaturalPoint OptiTrack 3D tracking system
... It turns out that non-experts (graduate
students from non-computer science areas)
can assemble such systems independently
when following our instructions.”
PRACTICAL CONSIDERATIONS
FOR IMMERSIVE 3D
The complexity and complexity of any immersive
3D system is based on the quality of its
software and components. In general, both
Feller and Kreylos report their systems to be quite reliable and easy to maintain: “It is the
usual kind of maintenance that you do with any
AV system,” says Feller. “You replace lamps,
watch calibration and ensure that everything is
running as it should be.” As for ease of use: Once
users become familiar with an immersive 3D
system, they tend not to have many problems.
NETWORK IMPACT AND ROI
At present, immersive 3D systems tend to run
as standalones, with little or no connection to
their respective WANs/LANs. This said, “a 12-
cluster 3D video stream requires approximately
1MB/s of network bandwidth for each client
connection, and works best at low latencies,”
Kreylos notes. “We anticipate that deployment
and regular use of 3D video systems will stress
existing network infrastructure.”
Return on Investment (ROI) is a difficult
calculation to perform with respect to immersive
3D. In many cases, these items are funded
through special research allocations or grants.
“KeckCAVES was funded by the Keck
Foundation with matching money from the
university,” says UC Davis Geology Professor
Dawn Sumner, who uses the KeckCAVES to
model and interpret ancient microbial structures.
“Although it does have a price tag, our
ROI has been substantial in terms of scientific
insights we could not have obtained without
the KeckCAVES.”
“Our 3D technology allows us to bring people
together in a virtual 3D environment from
geographically distributed places without traveling
that cannot be duplicated in any other
way,” says Dr. Bajcsy. “It is hard to quantify
its return on investment, because there is
nothing to compare it to except for the cost of
time and fuel in travel.”
“Immersive 3D allows us to conduct cognitive
psych tests that just aren’t practical or
affordable in any other way,” Dr. Rachael
Brady concludes. “So in a sense, this technology
is priceless.”
Although immersive 3D technology is complex
by nature, it can be straightforward to
install and maintain. As a result, AV technicians
and managers need not fear the care and
feeding of this new technology, despite its
mind-bending capabilities.
info
AVIZO
vsg3d.com
GOOGLE
SKETCH UP
sketchup.google.com
SYZYGY FX
syzygyfx.com
VIRTOOLS
virtools.com
James Careless is a frequent contributor to
AV Technology magazine.
KAUST Realizes World Firsts
for Advanced Visualization
With seven collaborative
environments supporting
high-resolution, 3D stereoscopic
imaging capability,
including a 100-million
pixel, six-sided immersive
virtual reality room, King
Abdullah University of
Science and Technology (KAUST) in Saudi Arabia has
realized several world firsts for advanced visualization.
“The multi-channel audio system installed at KAUST’s
Advanced Visualization Facilities provides students,
researchers, and staff with an array of potential applications
of audio in virtual 2D and 3D media space,” says
Zachary Seldess, audio systems coordinator and developer,
Visualization Lab, KAUST. “These systems allow us
to heighten the immersive qualities of given virtual space
through the use of a variety of spatial audio techniques,
ranging from subtle to overt.”
For example, Seldess says, if we happen to be descending
into a large, cavernous space in a virtual recreation of an
archeological excavation site, we can use the audio system
to simulate the ambient acoustic properties of that cave,
giving the user subtle, non-visual cues as to the size and
physical makeup of the space that he or she is exploring.
-Marty Weil