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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

#21
post #20

Earlier quoted context omitted.

> 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?

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

Heh, sorry to disappoint but I've not done IxD design work/research of that kind since graduating, and not actively kept up with developments. Basically my well-informed thoughts are limited to "one of these days I'll save up the time and money budget to get a VR system, a gaming desktop powerful enough to run it, and the peripherals, to try those out and be overly critical of them, and I am fully aware that I'm lying to myself right now."

I'll indulge myself with some big-picture speculation though - but I want to emphasize that it's just that: speculation!

I'm sure that there is progress being made, but I suspect the major breakthroughs won't be made through VR, or at least not the gaming side of it. The reason for that is that game design is built on top of existing hardware, which in turn drives the need for more specialized hardware, so ultimately that will result in more specialized, niche tools.

Let me expand on that: we're talking about making "progress", but progress by which metric and for which purpose? What is "progress" in a VR game context? (To tie this into the peripherals you suggested: those are one possible solution, but to which problem exactly, and is that really a problem we're struggling with?)

Let's take graphics in games as historic point of comparison. For decades, marketing has tended to focus on "realistic", "next-gen" graphics. But given that a game with abstract pixelated graphics can still be extremely engaging, and that a game with extremely realistic graphics can still be boring, we might be over-estimating the value of realism in games there. To make an analogy-within-an-analogy: it took Ancient Greeks just one century to go from copying Egyptian sculpture techniques to near-perfect human anatomy[0]. Where did they go from there? Exaggerated beauty ideals! They mastered realism and then decided to ignore the parts of reality that didn't interest them.

How does that insight translate to input devices? I can't say for sure of course, but given that mouse-clicks have never felt like an obstruction to immersion, I suspect that the most fun gesture-based games might lean a bit less on realism than we expect. For gaming input we want to feel in control of our gaming avatar. So low-latency still is likely to be important, as is "perfect" input detection is important.

However, and this is my main point: we never stated that "perfect" input detection has to be realistic input detection! A lot of game input schemes are more about giving us the feeling of control and mastery of skill than "realism", whatever that means in this context.

So I wouldn't be surprised if gaming will turn out to be a dead end for generic interface innovations as a result, since the interfaces of games will only become more specialized to the purpose of making them engaging. No disrespect to game UX - there is a lot that general interface designers can learn from studying game design, since at its core it is about building aesthetic interactions. But it's not quite focused on solving the same issues.

I would place my long-term bets on immersive computing environments like Dynamicland[1] coming up with truly novel, more generic interfaces that break out of this problem, due to it having more use-cases for generic 3D input. But we'll have to wait and see (or join the people at Dynamicland and try to actively make progress in that department).

[0] https://en.wikipedia.org/wiki/Ancient_Greek_sculpture

[1] https://dynamicland.org/

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

#22

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…

This is great thanks for sharing!

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

#23
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…

looks like it uses this https://shihmengli.github.io/3D-Photo-Inpainting/#example which makes this super cool...

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

#25
post #22

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…

This is great thanks for sharing!

Glad to hear! Another thing you can try is saving the original and the depth map and creating a 3D photo from them on facebook [1] (you don't actually have to post it to see the effect). They do all kinds of things behind the scenes, so the 3D effect is a bit more pronounced.

[1] https://www.facebook.com/help/414295416095269

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

#26

The iPhone and iPad have motion tracking tied to the acceleration of the device. Is this a similar effect except it's based on head movement rather than device movement?

iOS can also do head and eye tracking along with the motion detection, and combine both automatically.

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

#27
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…

Thanks for posting these similar demo links. I have a problem with visual programs/libraries that reference no examples: demo or GTFO. I realize that the repo may have been posted here by anyone but it's a good note to reference a demo if one is/can-be-made available.

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

#29

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…

Back in 2012 I did some building on ZSpace[0] and the that setup still feels like the sweet spot: Physical keyboard, physical pen (with virtual extension), physical glasses to detect head position for parallax, 3D environment to play and create in.

The _visual_ feedback from moving your head and rotating objects with the pen were extremely low-latency. Gesture detection is still nowhere near that level of fidelity but with peripherals, perhaps it's not necessary.

[0] https://zspace.com/

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

#30
post #20

Earlier quoted context omitted.

> 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?

There were some people attaching some things other than pistol grips to Novint Falcon for use in VR in DK2 era but never heard the company went back to resume production.
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