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Show HN: 3D-Parallax, labelfree 3D experience from a 2D image using parallax

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Re: Show HN: 3D-Parallax, labelfree 3D experience from a 2D image using parallax

#12
post #7

"We offer an experience of 3D on a single 2D image using the parallax effect, i.e, the user is able move his real-time tracked face to visualize the depth effect." Since there are no examples I can't be sure if this is is what I think it is, but IF it is: I want this on huge monitor for any 3D game instead of clunky headgear VR or tiny smartphone AR. Months ago I also tested this with a small 3D visualization and ver…

I remember being awestruck by that 2007 Wii video, and spent a lot of time playing around with the remote after that. That, and the Xbox Kinect, were really cool tools. Why hasn't those concepts seen more widespread use outside gaming?

As for 3D, I also remember seeing a TV at Toshiba HQ in 2013 or so that had 3D without glasses, and even worked for multiple people. No idea how.

Re: Show HN: 3D-Parallax, labelfree 3D experience from a 2D image using parallax

#13
post #9

How do you calculate the angle between the persons eyes and the screen, in order to render the parallax effect?

They mention how they do that if you RTFA, fwiw.

I only skimmed it, but looks like they track midpoint of eyes (having rejected pupil tracking), and spacing (to get viewer distance), and they use a webcam to do it.

Re: Show HN: 3D-Parallax, labelfree 3D experience from a 2D image using parallax

#14
Not exactly the same, but I made something a while ago that takes a 2D image and tries to infer a depth map to create a 3D effect: https://awesomealbum.com/depth

It's based on [1] and runs entirely in the browser, allthough it takes a moment to create the depth map. It's more of a toy project at this point. But I was surprised when I saw that Google is doing the same thing now in Google Photos [2].

[1] https://github.com/FilippoAleotti/mobilePydnet

[2] https://www.theverge.com/2020/12/15/22176313/google-photos-2...

Re: Show HN: 3D-Parallax, labelfree 3D experience from a 2D image using parallax

#16
post #9

How do you calculate the angle between the persons eyes and the screen, in order to render the parallax effect?

They mention how they do that if you RTFA, fwiw. I only skimmed it, but looks like they track midpoint of eyes (having rejected pupil tracking), and spacing (to get viewer distance), and they use a webcam to do it.

That's what I read too. The reason I asked is because "either the distance on the first frame for the case interface : False or the distance when the set depth button is pressed for the case interface : True" is not entirely clear to me.

When I was working on such a project, I had no way of correctly guessing the distance between the screen and eyes.

Re: Show HN: 3D-Parallax, labelfree 3D experience from a 2D image using parallax

#17
post #7

"We offer an experience of 3D on a single 2D image using the parallax effect, i.e, the user is able move his real-time tracked face to visualize the depth effect." Since there are no examples I can't be sure if this is is what I think it is, but IF it is: I want this on huge monitor for any 3D game instead of clunky headgear VR or tiny smartphone AR. Months ago I also tested this with a small 3D visualization and ver…

I actually hacked something together like that and it surprisingly looks much better in a video than in real life. I guess the main reason being that we have two eyes and the brain still realizes it is flat (which is weird because it doesn't look flat in a video).

Re: Show HN: 3D-Parallax, labelfree 3D experience from a 2D image using parallax

#18
post #7

"We offer an experience of 3D on a single 2D image using the parallax effect, i.e, the user is able move his real-time tracked face to visualize the depth effect." Since there are no examples I can't be sure if this is is what I think it is, but IF it is: I want this on huge monitor for any 3D game instead of clunky headgear VR or tiny smartphone AR. Months ago I also tested this with a small 3D visualization and ver…

I remember being awestruck by that 2007 Wii video, and spent a lot of time playing around with the remote after that. That, and the Xbox Kinect, were really cool tools. Why hasn't those concepts seen more widespread use outside gaming? As for 3D, I also remember seeing a TV at Toshiba HQ in 2013 or so that had 3D without glasses, and even worked for multiple people. No idea how.

> Why hasn't those concepts seen more widespread use outside gaming?

I wrote my master thesis on designing gesture interfaces (of the Xbox Kinect type) back in 2012, here's my two cents:

First of all, gesture detection still isn't reliable enough for serious input. Missing a beat one in a hundred times is acceptable in gaming settings (and even then only in more "casual" environments like party games), but for serious input the input device needs to be practically 100% reliable. A keyboard press is. A mouse click is. Detecting whether your hand is an open palm or a fist? Not so much. Hence the peripherals we typically see for VR games, which help of course. At the same time they also somewhat defeat the purpose.

A second major issue is a lack of haptic feedback. There is no such thing as touch-typing in the air.

Why this is such a big problem needs a bit of explaining: a practical way to think of our ability to manipulate our environment (literally, the manos in manipulate referring to our hands) is to think of them as a pair of kinematic chains[0][1]. Essentially this is a chain of ever-more finegrained "motors", going from coarse-grained to fine-grained precision: our shoulders, our elbows, our wrists, and finally the digits of our hands. The ingenuity of this chain is that it allows for extremely fine precision (the sub-millimeter precision of our fingertips) in large spatial volume (the reach of our arms), and it does so by having each "link" in the chain perform a bit of "error-correction" for the lower resolution of the previous link.

What does this have to do with gesture interfaces? Well, in order for that kinematic chain to work, it needs a precise feedback system to perform said error-correction. We basically have three senses for this: our visual system (that is, seeing where we are putting our hands), our haptic sense (feeling which button we're pressing with our finger-tips) and our "spatial sense". The problem with the latter sense is that is relative: I sense the sub-millimeter location of my fingers relative to my wrist. I sense the millimeter-precision location of my wrist relative to my elbow. I sense the centimeter-precise location of my elbow relative to my shoulder. So if I'm waving my hands in the air without looking, the effective "precision" they have is about as crude as the crudest link in the chain: my shoulder. Of course this spatial sense can be improved with training, but you know what we typically call people who are really good at that? Professional-level dancers. The ceiling of mastering this skill is pretty high, and there's a reason it's basically a profession all by itself (plus a ton of other things obviously, don't want to sell dancers short here).

Gesture input also will never be as easy on the motor skills as typing: not only does a keyboard provide the haptic feedback from the keys, the precision of my fingers is relative to the wrists that are resting on the desk, not to my shoulders.

Games somewhat get around this by representing a visual avatar to give us feedback, but it's not perfect. On top of that, this feedback is limited by the resolution of the gesture detection, which is ludicrously low compared to the potential precision of our limbs. And if that wasn't enough, it also needs a really low latency to fool our brains and really "feel" like an extension to our senses.

So basically, the fidelity requirements are just brutally high.

And finally, there is only a limited set of use-cases. There are basically just two big ones: "touchless" interfaces (very niche) and pointing and manipulating in 3D space (less niche, with a clear advantage over keyboard or even mouse input, but again having brutally high fidelity requirements). Because of that, as cool as gesture interfaces are, the industry-wide drive to solve all the aforementioned issues just isn't quite as high as we'd like it to be.

[0] http://cogprints.org/625/1/jmb_87.html

[1] https://en.wikipedia.org/wiki/Kinematic_chain

Re: Show HN: 3D-Parallax, labelfree 3D experience from a 2D image using parallax

#19
post #17
post #7

"We offer an experience of 3D on a single 2D image using the parallax effect, i.e, the user is able move his real-time tracked face to visualize the depth effect." Since there are no examples I can't be sure if this is is what I think it is, but IF it is: I want this on huge monitor for any 3D game instead of clunky headgear VR or tiny smartphone AR. Months ago I also tested this with a small 3D visualization and ver…

I actually hacked something together like that and it surprisingly looks much better in a video than in real life. I guess the main reason being that we have two eyes and the brain still realizes it is flat (which is weird because it doesn't look flat in a video).

It works well in the video because in that context we are trying to estimate depth relatively to the camera.

In real life, we are trying to estimate depth relative to us. In order to fool our brains we need both a very low latency and a high frame-rate. That was one of the major hurdles to solve for VR as well, leading to John Carmack's famous complaint that he can ping across the Atlantic and back faster than he can send a pixel from his desktop to his screen[0][1].

Anyway, back to the video: basically, when comparing 3D movement relative to the camera our brains seem to be more "forgiving".

[0] https://twitter.com/id_aa_carmack/status/193480622533120001

[1] https://danluu.com/latency-mitigation/

Re: Show HN: 3D-Parallax, labelfree 3D experience from a 2D image using parallax

#20

Earlier quoted context omitted.

I remember being awestruck by that 2007 Wii video, and spent a lot of time playing around with the remote after that. That, and the Xbox Kinect, were really cool tools. Why hasn't those concepts seen more widespread use outside gaming? As for 3D, I also remember seeing a TV at Toshiba HQ in 2013 or so that had 3D without glasses, and even worked for multiple people. No idea how.

> Why hasn't those concepts seen more widespread use outside gaming? I wrote my master thesis on designing gesture interfaces (of the Xbox Kinect type) back in 2012, here's my two cents: First of all, gesture detection still isn't reliable enough for serious input. Missing a beat one in a hundred times is acceptable in gaming settings (and even then only in more "casual" environments like party games), but for seriou…

What are your thoughts on peripherals that provide haptic feedback to help solve the feedback loop?

I am thinking gloves or other wearables that could provide force-feedback to help us correlate our physical actions to the virtual interface..

Are we making progress in those areas at all?

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