가상/증강현실을 통해 변화될 우리의 미래

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1 증강 / 가상현실분야의 기술동향및발전전망 KIST, 영상미디어연구단김익재책임연구원

2 Intro. CAVE 시스템출처 : christiedigital.com 홀로렌즈 (Hololens) 출처 : 마이크로소프트

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4 Intro. 페이스북의오큘러스 VR 인수를시작으로애플, 구글, 삼성등전세계 IT 대기업에서증강 / 가상현실 (AR/VR) 기술을차세대성장동력으로여겨해당기술개발에주력 구글 Tango Project, DayDream Platform, MS 의홀로렌즈, 삼성의 GearVR, 애플의메타이오인수등 게임, 교육, 훈련, 의료, 제조, 재난, 군사, 광고, 문화유산, 관광, 스포츠등다양한분야로적용예상

5 Intro.

6 VR vs. AR What`s Diff.? VR : Replaces Reality Immersive Display AR : Enhances Reality See-through Display

7 Why AR? 왜가상공간의정보가필요한가? 현실에없는많은유용한정보가있다

8 Why AR? 왜현실공간에붙여야하는가? 현실공간과연관되어야쉽게이해되고가치가증대되는것이많다

9 + 정보 Informational Dimension What for? 현실 + 공간 Spatial Dimension + 시간 Temporal Dimension

10 정보공간시간 AccuVein Augmented Driving

11 정보공간시간 Project Beyond, Samsung NASA, Microsoft Collaboration Will Allow Scientists to Work on Mars Microsoft s Illumiroom

12 정보공간시간 Miralab, Univ. of Geneva Expanded corning vision, Corning

13 + 정보 Informational Dimension What for? 현실 + 공간 Spatial Dimension 경험확장 + 시간 Temporal Dimension

14 Display Contents Interaction Visually Aware

15 Display - Display Nokia Future Technology

16 - Display Display Camera (Tracks markers to record user s head position) Head-Mounted Display (Coated in white markers) Head Straps Circuit Board Screen Foam Padding (Fits to face) Diopter Adjustment Lenses (Rotate to fine tune so eyeglasse (Three pairs are provided s aren t needed) to accommodate good, moderate, and heavy nea rsightedness)

17 Display - Display Oculus Rift Carl Zeiss Cinemizer Silicon Micro Display ST1080 Sony HMZ-T2 640x800 Resolution 870x500 Resolution 1920x1080 Resolution 1280x720 Resolution 90 Horizontal FOV 30 Horizontal FOV 39 Horizontal FOV 45 Horizontal FOV 13.4 Ounces 4.2 Ounces 6.3 Ounces 11.6 Ounces 7 Diagonal Display 0.39 Diagonal Display 0.74 Diagonal Display 0.7 Diagonal Display Liquid Crystal Display Organic Light-Emitting Diode Liquid Crystal on Silicon Organic Light-Emitting Diode $300 $749 $799 $ Oculus Rift : 2160x1200, 90Hz, FOV HTC Vive : 2160x1200, 90Hz, FOV 110

18 Contents Image based modeling -Contents 2007, Hengel & Torr et al, VideoTrace, Univ. of Adelaide, Oxford Univ 2013, Chen et al., 3-sweep, Tsinghua Univ. Tel Aviv Univ. Video Trace, SIGGRAPH 2008 SIGGRAPH ASIA , Kim et al., 3D Modeling from Photos Given Topological Information, KIST

19 Contents Image based modeling Bundler, SfM, PMVS, -Contents 2015, Kim et al., KIST

20 Contents Depth Camera based modeling -Contents KinectFusion (Microsoft 2012) Holoportation (Microsoft 2016)

21 Contents Depth Camera based modeling -Contents

22 Contents Depth camera -Contents Clo virtual fashion Univ. of Washington Lightfield camera Softkinetic

23 Contents Realistic rendering -Contents Liu et al. IEEE VR 2012

24 Gesture -Interaction Film, Minority Report Film, Ironman2 MIT Color Glove (SIGGRAPH 2009) Leap motion 2016

25 Device -Interaction Nintendo Wii, 2005 Sony Playstation Move, 2009 Microsoft Kinect, 2010 Oculus Touch, 2015 Reactive Grip

26 Other Device -Interaction Virtuix Omni Cyberith Virtualizer FEELREAL, Odor Generator Metaio Thermal Touch, 2014

27 Deep Learning 기반객체인식 -Visually Aware

28 Tracking Single camera, Stereo Camera, Depth Camera, Hybrid -Visually Aware Fraunhofer Structure IO Intel Google

29 1 Positional Tracking -Visually Aware HTC s Lighthouse Station

30 -Visually Aware

31 1 Eye Tracking -Visually Aware

32 1 Eye Tracking -Visually Aware 2 Rendering speed improvement by Foveated Rendering

33 Emotional & Behavior Analysis -Visually Aware Virtual human and multimodal perception for healthcare support SimSensei, USC ICT 2011~

34 Visually Aware -Visually Aware -Applications Line Camera

35 Visually Aware -Visually Aware -Applications Colar, HITlab NZ Disney Research

36 Visually Aware -Visually Aware -Applications Disney Research

37 Microsoft Hololens -Applications

38 Microsoft Hololens -Applications

39 Microsoft Hololens -Applications

40 Market 연도별 VR/AR Deal Flow and 투자금액 VR, AR 기술의성장성예측 TOD 2016,

41 AR+VR 2 nd Eye, 6 th Sense

42 Q&A Things Information Human

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