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MS HoloLens

Well, yes, and that's why you can't use GPS and magnetic orientation for that. The accuracy of those is measured in meters, when you need millimeters for AR applications.
The way AR usually works is using elements of the environment as landmarks, and estimate all positions relatively to those. Some use RGB cameras for that (with or without QR-cards to make it easier), the Hololens probably relies on depth information instead.

Let's say two AR users want to play holo-chess sitting at the same table for example. Player1 will look at the table and his headset will think "ok here's a nice plane object to track, let's say that corner is (0,0,0), that border is X, so Y is that way and Z that way". The game engine will draw its 3D objects in "table coordinates", and the headset of Player1 will constantly update its position relatively to the table, and render the chessboard accordingly.
When Player2 enters, his headset will know the game is using "some kind of plane corner" as reference. Either it's smart enough to recognize the table by itself, or it will need to be initialized ("hey I'm looking for Player1's table corner, is that it ?"). Anyway once it's done, it will be able to estimate its own position in "table coordinates" too. From now on, both headsets will keep doing their own things, and all changes in the virtual game world will translate to "table coordinates" which they're both using.

I agree with all your points. I'm just trying to understand if there's a way to have the location of a virtual object be an actual attribute that belongs to the object, because the promotional material shown by MS seems to suggest something like that.
 
Hmm, hopefully this is OK to discuss here (gaming side).

But the military applications for this thing is just insane when you think about it, imagine being on a real battlefield with these headsets built in a helmet and having various tracking things all reading into the device.

You could have solders on the ground with on screen way pointing using GPS (location of targets, squad members etc), an actual full on HUD telling you ammo remaining (software built in to the gun to read ammo count), direct video feeds from other squad members or the higher ups issuing orders, real time target info being sent to you in 3d etc - or heck bomb disposal people having a real time on screen display to help diffuse bombs (much like they showed with that fitting a light switch demo).

You could basically have a full on gaming (battlefield etc) HUD system for solders.
 
Both systems can render the same type of game, but both handle the situations differently. Both approaches can allow a player to walk around an object and see things from different angles. However the more natural approach is that you just move your head to do this or get up and look around it like the real world. VR requires you to use a controller of some kind to simulate this action, or at least some of the movement required.

No it doesn't - just the current solutions being put together require a camera and IR tracking. There is no reason you couldn't put an AR style markerless tracking system on a VR system for tracking external objects. Might even be useful to prevent you hitting objects if you're walking around in VR.
 
I agree with all your points. I'm just trying to understand if there's a way to have the location of a virtual object be an actual attribute that belongs to the object, because the promotional material shown by MS seems to suggest something like that.

A static tracking camera like a Kinect. Still not trivial.
 
I agree with all your points. I'm just trying to understand if there's a way to have the location of a virtual object be an actual attribute that belongs to the object, because the promotional material shown by MS seems to suggest something like that.

I'm not quite sure I understand. If it's in a real-time interaction between several users, the location of the object will be handled by the game/software engine, which knows the positions of everything it has to render.
If it's about keeping track of an object between different sessions, it's basically doing a "game save" of all current object positions, and the only difficulty is when starting a new session, making sure you're using the same reference. That's only if you want the virtual objects to appear at the exact same place though, you could very well decide to continue your game on a different table at a different place.
 
Imagine playing Halo on you're TV/Monitor and having the Spartan HUD displayed on your hologlass. It would remove the HUD from the TV space so less clutter and more immersion. Also, imagine hit markers, ADS, waypoints, weather affects like rain and frost, shield regen, blood spatter, sneezes...

halo-5-guardians-beta-11-01-16.jpg


The wait is killing me.

First thing in my mind is playing Metro. Finally I can wipe out the mud on my mask with my own hand.
 
I'm not quite sure I understand. If it's in a real-time interaction between several users, the location of the object will be handled by the game/software engine, which knows the positions of everything it has to render.

In reference to what does it know the position of everything? That's what I'm trying to understand. How absolute are these points of reference?
 
In reference to what does it know the position of everything? That's what I'm trying to understand. How absolute are these points of reference?
In reference to their respective sensors. Specifically, what the system can 'see' is a series of points, which correspond to distances from its emitter.
 
No it doesn't - just the current solutions being put together require a camera and IR tracking. There is no reason you couldn't put an AR style markerless tracking system on a VR system for tracking external objects. Might even be useful to prevent you hitting objects if you're walking around in VR.

Not really the same thing though. AR would have to know about the table the object is on, it's doesn't have to know about smaller items littering my environment that I may want to avoid ("who dropped that fork there!!!").
 
In reference to their respective sensors.

And there's no attempt to convert that data to a more absolute frame of reference?
Like something most star chart or navigation apps try to do?

edit: for example, if I'm in a house, I would maybe try to identify and locate doorways, window frames, stairs, etc. Things that are unlikely to be moved between successive sessions or changed often. Something like this could be part of every "boot up" sequence. The more information I can gather and analyze about any given environment the better I can get at storing and retrieving positional data that is consistent between users and between sessions. A lot of the heavier analysis could be done offline by a powerful home computer. This is probably closer to how our own brains do it.
 
No it doesn't - just the current solutions being put together require a camera and IR tracking. There is no reason you couldn't put an AR style markerless tracking system on a VR system for tracking external objects. Might even be useful to prevent you hitting objects if you're walking around in VR.
Oh yeah, since we are talking about that. This is something that has been done for a fair amount of time. Oculus bought one of the providers of such a system too. (Nimble VR)
Leapmotion also has introduced a head-mounted version of their SDK for months and a mount for the Oculus Rift DK2.
https://www.leapmotion.com/product/vr

And there's no attempt to convert that data to a more absolute frame of reference?
Like something most star chart or navigation apps try to do?
On the demos the press has shown I don't think. It will be interesting to see how MS would solve that problem or if they even bother to address this at all in the first iteration of the technology.
 
Hmm, hopefully this is OK to discuss here (gaming side).

But the military applications for this thing is just insane when you think about it, imagine being on a real battlefield with these headsets built in a helmet and having various tracking things all reading into the device.

You could have solders on the ground with on screen way pointing using GPS (location of targets, squad members etc), an actual full on HUD telling you ammo remaining (software built in to the gun to read ammo count), direct video feeds from other squad members or the higher ups issuing orders, real time target info being sent to you in 3d etc - or heck bomb disposal people having a real time on screen display to help diffuse bombs (much like they showed with that fitting a light switch demo).

You could basically have a full on gaming (battlefield etc) HUD system for solders.

The military is already working on/has prototypes for tech like this. It's not news to them.

Here's one example:
http://www.thedailybeast.com/articl...lity-system-goes-from-military-to-market.html

But DOD has several projects like this.
 
Imagine playing Halo on you're TV/Monitor and having the Spartan HUD displayed on your hologlass. It would remove the HUD from the TV space so less clutter and more immersion. Also, imagine hit markers, ADS, waypoints, weather affects like rain and frost, shield regen, blood spatter, sneezes...

halo-5-guardians-beta-11-01-16.jpg


The wait is killing me.
Couldn't you just play the game on the HoloLens it's self? Why buy a TV/Monitor, if you could have a 90inch hologram monitor? You could still have everything you mentioned above, but less limited
 
Couldn't you just play the game on the HoloLens it's self? Why buy a TV/Monitor, if you could have a 90inch hologram monitor? You could still have everything you mentioned above, but less limited

The FoV of the hololens is probably not great for playing games fully like that. And the real world would be partially visible through the lens which would decrease image quality. This is not a VR headset.
 
The FoV of the hololens is probably not great for playing games fully like that. And the real world would be partially visible through the lens which would decrease image quality. This is not a VR headset.
True, but wouldn't further development allow for completely opaque holograms in the enviroment? If not, the oculus or other VR devices would fare far better as gaming devices as you could play games on your person VR IMax, and still have all the added HUD effexts mentioned earlier.
 
True, but wouldn't further development allow for completely opaque holograms in the enviroment? If not, the oculus or other VR devices would fare far better as gaming devices as you could play games on your person VR IMax, and still have all the added HUD effexts mentioned earlier.

Well resolution is the main issue here. In this case the added HUD elements would actually be eating in more of your screen real estate than it does normally. Now a 1080p screen is drawing the standard TV view, the surrounding environment AND the HUD.

AR would just be drawing the HUD elements, whilst you'd still have a full 1080p screen for all the other game content. you'd be freeing up screen space in this case.
 
True, but wouldn't further development allow for completely opaque holograms in the enviroment? If not, the oculus or other VR devices would fare far better as gaming devices as you could play games on your person VR IMax, and still have all the added HUD effexts mentioned earlier.

I generally think FPS games will be better suited for VR, but I would love to play a shooter with an augmented HUD. It's a nice go-between.
 
The FoV of the hololens is probably not great for playing games fully like that. And the real world would be partially visible through the lens which would decrease image quality. This is not a VR headset.

Thats only if you wanted to render the entire game world to its respective point in the real world. What you do is you take the same game-render you get now and display it to FOV=0

True, but wouldn't further development allow for completely opaque holograms in the enviroment? If not, the oculus or other VR devices would fare far better as gaming devices as you could play games on your person VR IMax, and still have all the added HUD effexts mentioned earlier.
Well, its either that or they sell a plastic shield to make the front of the glasses opaque
 
True, but wouldn't further development allow for completely opaque holograms in the enviroment? If not, the oculus or other VR devices would fare far better as gaming devices as you could play games on your person VR IMax, and still have all the added HUD effexts mentioned earlier.


I think replacing your TV is a hard AR application. MS Hololens is a first generation soft AR device. There is a link to an article explaining the difficulties with doing hard AR and the differences between hard and soft.


Found it: http://blogs.valvesoftware.com/abrash/why-you-wont-see-hard-ar-anytime-soon/
 
In reference to what does it know the position of everything? That's what I'm trying to understand. How absolute are these points of reference?

It only needs to use an arbitrary reference, like any game does.
Let's consider a regular chess videogame. The game engine will define its own geometry, for example with the origin at the center of the board. When you move around the ingame camera, the engine renders the view of that camera from its position and orientation, and displays it on your TV. What appears there is what somebody would see if he was in the game world with his head at the camera's position.

Now let's imagine common AR using QR codes. If you put a card with a QR code on a table and watch it through a camera, a standard software can estimate its relative position and orientation to the center of the card.
If you decide to consider that the center of the card is the origin of your game, and use the estimated position and orientation of your real camera for the game to render what the virtual ingame camera would see, you'll get a view of the chessboard that when overlayed with the live image will line up with the card. As you move around, the virtual camera position will be updated accordingly, and you'll keep the illusion that there is a 3D chessboard on the table.

A second player would do exactly the same thing, and doesn't even need to know the position of the first player. He'll just detect the card too, ask for the game to render the chessboard from his point of view, and have it displayed accordingly.
The game itself will keep considering the virtual object positions in its own coordinates centered on the chessboard, which for the cameras are the same as "card coordinates".

Hololens does the same thing, except it's not using cards, and will track real 3D objects in the environment instead (or so I suppose). The added difficulty is first to find such objects, and second to make sure that all players are using the same objects as reference (it was easier with the card since it can be identified by its very specific pattern... on the other hand with Hololens you won't need to stick QR codes everywhere in your appartment :P).
 
Has there been any mention about the lag? I'm curious as to why Hololens can do hand motion stuff but it seems like Oculus is having difficulties with it. Is it due to Oculus being for gaming so the tolerance level for lag is just that much lower?
 
Has there been any mention about the lag? I'm curious as to why Hololens can do hand motion stuff but it seems like Oculus is having difficulties with it. Is it due to Oculus being for gaming so the tolerance level for lag is just that much lower?

I haven't heard any technical discussion, but one of the impression (RPS?) mentioned how the lack of or minimal lag is impressive.
 
Has there been any mention about the lag? I'm curious as to why Hololens can do hand motion stuff but it seems like Oculus is having difficulties with it. Is it due to Oculus being for gaming so the tolerance level for lag is just that much lower?
Doing hands in Oculus is doable but you'd need some kind of tracking system for it. Current versions of the oculus use sensors for head orientation. Markers for head position in 3D space. (relative to the camera)
Currently, Oculus simply lacks hand tracking but it's not a matter of lag. It's just lacking something that can track your hands. RIGHT NOW. Which is also not true.
There are 2 major devices available today that let you do just that in Oculus.
Nible VR which is a time of flight camera system (like Kinect) *
Leapmotion (normally for table hand tracking but got Oculus support several months ago)
You can buy the later RIGHT NOW with a mount for the rift.

*Oculus bought them and will probably be on the Consumer Rift if not the second version.

With regards to lag, I haven't seen any response with regards to that for the MS Holo thing.
 
Has there been any mention about the lag? I'm curious as to why Hololens can do hand motion stuff but it seems like Oculus is having difficulties with it. Is it due to Oculus being for gaming so the tolerance level for lag is just that much lower?

I believe The Verge and Gizmodo mentioned how impressively little lag there was.

I think one of the benefits is that the entire system is one integrated piece (and their HPU is likely a dedicated chip to do all of the sensor processing as fast as possible), and it can be highly optimized in terms of latency since it's a single known device with known hardware. Plus, MS writes the OS, and created all of the hardware, and they have a lot of experience and learnings to take from Kinect in terms of latency of gestures and depth tracking (Kinect is impressive if you consider that it can track 6 entire skeletons, including joint rotations at ~60ms -- trim that down to one person's hands with a limited set of gestures to recognize and they can probably get it going really fast).
 
I take all the impressions with a grain of salt until they are running on production hardware, not wired to a PC.
 
Everything that MS learned with Kinect, which has to be a hell of a lot in terms of sensor technology and the software needed to accurately process that data to determine what people are doing, is in HoloLens.

Kinect 3.0 is pretty much a critical component of Hololens as far as I can see. A heavily evolved version of the chip in Kinect 2.0 has to be the 'HPU' in Hololens.
 
Hmm, hopefully this is OK to discuss here (gaming side).

But the military applications for this thing is just insane when you think about it, imagine being on a real battlefield with these headsets built in a helmet and having various tracking things all reading into the device.

You could have solders on the ground with on screen way pointing using GPS (location of targets, squad members etc), an actual full on HUD telling you ammo remaining (software built in to the gun to read ammo count), direct video feeds from other squad members or the higher ups issuing orders, real time target info being sent to you in 3d etc - or heck bomb disposal people having a real time on screen display to help diffuse bombs (much like they showed with that fitting a light switch demo).

You could basically have a full on gaming (battlefield etc) HUD system for solders.
You could also have enemies spawn in training.

I await the day we can larp ragnaros.
 
I think we're getting ahead of ourselves here. The scanning range isn't wide enough to be used outside properly. Maybe in a few years AFTER the first consumer version is released, possibly.
 
I think we're getting ahead of ourselves here. The scanning range isn't wide enough to be used outside properly. Maybe in a few years AFTER the first consumer version is released, possibly.

I hope they have the option to buy a dev kit like OR and someone pushes Hololens to see how much it can do. I don't see any point in projecting things miles away anyway. :D
 
I think we're getting ahead of ourselves here. The scanning range isn't wide enough to be used outside properly. Maybe in a few years AFTER the first consumer version is released, possibly.

Yes, and as the 2010 roadmap suggested, a device designed for outside will probably require data connexions like 4G, GPS etc. Besides they'll probably want to have a cleaner design for people to wear it in the street.
We'll need to wait for the second or third generation...
 
True, but wouldn't further development allow for completely opaque holograms in the enviroment? If not, the oculus or other VR devices would fare far better as gaming devices as you could play games on your person VR IMax, and still have all the added HUD effexts mentioned earlier.

Current AR technology has limitations. There will be opacity issues in bright lights. Microsoft is doing their test events in controlled environments, so they can control how much light a room has, but projecting images onto glass has a physics problem when light is competing from behind the glass.

When we see an advancement in AR technology that either uses a different types of materials, different projections techniques, or something entirely new, then I can't imagine AR having any significant downside relative to VR, especially if AR sets have a way of "isolating" the player from exterior, immersion breaking distractions.
 
My first instinct with the HoloLens is to write something that autodetects wires or other objects on a floor and hides them so people will trip over stuff.
 
It only needs to use an arbitrary reference, like any game does.
Let's consider a regular chess videogame. The game engine will define its own geometry, for example with the origin at the center of the board. When you move around the ingame camera, the engine renders the view of that camera from its position and orientation, and displays it on your TV. What appears there is what somebody would see if he was in the game world with his head at the camera's position.

Now let's imagine common AR using QR codes. If you put a card with a QR code on a table and watch it through a camera, a standard software can estimate its relative position and orientation to the center of the card.
If you decide to consider that the center of the card is the origin of your game, and use the estimated position and orientation of your real camera for the game to render what the virtual ingame camera would see, you'll get a view of the chessboard that when overlayed with the live image will line up with the card. As you move around, the virtual camera position will be updated accordingly, and you'll keep the illusion that there is a 3D chessboard on the table.

A second player would do exactly the same thing, and doesn't even need to know the position of the first player. He'll just detect the card too, ask for the game to render the chessboard from his point of view, and have it displayed accordingly.
The game itself will keep considering the virtual object positions in its own coordinates centered on the chessboard, which for the cameras are the same as "card coordinates".

Hololens does the same thing, except it's not using cards, and will track real 3D objects in the environment instead (or so I suppose). The added difficulty is first to find such objects, and second to make sure that all players are using the same objects as reference(it was easier with the card since it can be identified by its very specific pattern... on the other hand with Hololens you won't need to stick QR codes everywhere in your appartment :P).

Your last paragraph is exactly what I was referring to. Creating positional data that is independent of the viewer and consistent with its surrounding environment. Exactly as you described, a QR code has the ability to "inform" any observer of its existence and provide additional (absolute) data that allows the virtual object to be consistently reconstructed.

Kinect 1 (and probably 2) used something similar to what many cameras have had since decades, an ordered grid with a very specific and meticulously calibrated pattern which could be projected on the environment (using a frequency slightly outside the human visual spectrum) in a manner that is reproducible with high accuracy between sessions (as long as the camera is stationary).

The challenge Hololens has to solve is much bigger.
 
Your last paragraph is exactly what I was referring to. Creating positional data that is independent of the viewer and consistent with its surrounding environment. Exactly as you described, a QR code has the ability to "inform" any observer of its existence and provide additional (absolute) data that allows the virtual object to be consistently reconstructed.

In the case of Hololens, the QR code will be replaced by any recognizable object (or set of objects) in the environment. Just like a regular camera will be able to recognize and track the pattern of a QR code, the depth cameras will be able to recognize and track a shape / depth pattern (for example, all planar objects in the scene when the user initialized the tracking, and especially their 3D edges and salient points).
To have other viewers align to the same coordinates, it will be necessary to match the objects they see to those used as a reference by Player1, which can be done manually or automatically (it's quite similar to the problem of creating a panoramic picture actually, trying to match the overlapping parts of two different points of view). But it only has to be done once per session : once all users have decided of common coordinates ("let's use that corner of the table as the origin !") they just need to do their own tracking.
 
In the case of Hololens, the QR code will be replaced by any recognizable object (or set of objects) in the environment. Just like a regular camera will be able to recognize and track the pattern of a QR code, the depth cameras will be able to recognize and track a shape / depth pattern (for example, all planar objects in the scene when the user initialized the tracking, and especially their 3D edges and salient points).
To have other viewers align to the same coordinates, it will be necessary to match the objects they see to those used as a reference by Player1, which can be done manually or automatically (it's quite similar to the problem of creating a panoramic picture actually, trying to match the overlapping parts of two different points of view). But it only has to be done once per session : once all users have decided of common coordinates ("let's use that corner of the table as the origin !") they just need to do their own tracking.

I think we're pretty much on the same page with regards to what needs to happen on a technical level for this to work. The thing I find most surprising is that other attempts to do this accurately and quickly seem to have been noticeably less successful than whatever method MS is employing, hence every article mentioning how stable and lag-free the experience is. That along with the final concept version of the product shown being quite small and portable caused me to wonder if maybe they were doing something more than 3D environment feature extraction.
Like I said I have no professional experience in this field, so perhaps my impression that this is a big improvement over what is currently available is incorrect.
 
To have other viewers align to the same coordinates, it will be necessary to match the objects they see to those used as a reference by Player1, which can be done manually or automatically (it's quite similar to the problem of creating a panoramic picture actually, trying to match the overlapping parts of two different points of view). But it only has to be done once per session : once all users have decided of common coordinates ("let's use that corner of the table as the origin !") they just need to do their own tracking.

Interestingly enough, Microsoft's done some serious work for this type of algorithm with Photosynth, which can automatically take a bunch of images, do feature extraction, match them, generate point clouds and then re-project the original images...

https://photosynth.net/preview/about
 
If they have a simple black LCD coating on the outer glass, it should be possible to make the visor reasonably opaque for VR-style environments.

Also, I'm seeing very little talk about the actual image projection tech. I remember reading about such technique a while ago: layered RGB sheets where the light bounces inside and exits in controlled positions, but this is the first time I see it in practice.
 
I will call this kinect lens because basically they took a regular pare of glasses and taped it to a kinect. I bet if I did the same thing, I could view some crazy shit in AR mode. Reminds me of how the Rift is just a tablet with ordinary lenses taped to it. Funny how inventions are that simple. Bet I could create an uber Wii remote by taping some camera shits to it.
 
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