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IN-DEPTH

Volumetric Display Technology

 

 

 

INTRODUCTION

Commonly misconstrued as ‘Holograms’, a Volumetric Display is a device that fulfills all of the following three criteria: it is capable of displaying an object that has a physical height, width and length; observers are able to revolve around the display, in one or more planes, without losing visual contact with the image being displayed; and two observers standing simultaneously at any two different positions equidistant to the display should see different ‘sides’ of the image, relative to the observers’ respective positions. This article will run through the stereoscopic methods of producing pseudo-Volumetric Displays and briefly discuss these display technologies, before presenting our latest project in this field. 

 

 

STEREOSCOPIC DISPLAYS

Etymologically, the suffix –scopy originates from the Greek skopein, ‘to see’; similarly, the prefix stereo– comes from stereos, ‘solid’[1]. Stereoscopy is the capability of seeing 3-dimensional solids, as opposed to seeing flat images. As seen in Figure 1, stereoscopic displays give us the illusion of depth by presenting a slightly different image to each eye.[2]

 

Human eyes are positioned in a manner that gives us a bifocal view of our environment. In order to simulate this effect, companies dealing with Display Technologies have adopted the same approach to capture images.

 

Figure 1. Simulation of a 3D object by using stereoscopy

 

As we can see in Figure 2, techniques using two lenses to simulate the human eyes are being used in order to capture a “stereo” image (containing two angles of the target object).

Figure 2. Capturing an image for a stereoscopic display

 

 

AUTO-STEREOSCOPIC DISPLAYS

Auto-Stereoscopic displays differ from regular stereoscopic displays in their adaptive nature: based on the viewer’s position, changes in parallax will cause the displayed image to ‘change angles’. Parallax is often thought of as the "apparent motion" of an object against a distant background because of a perspective shift, as seen in Figure 3. When viewed from Viewpoint A, the object appears to be in front of the blue square. When the viewpoint is changed to Viewpoint B, the object appears to have moved to in front of the red square. [3]

 

Figure 3. Objects’ perceived relative positioning is dependent on observer’s positioning [3]

 

While companies have currently achieved a certain amount of innovativeness and success, the basic construct of the aforementioned technologies will do nothing more than “simulate” a three-dimensional effect: a truly volumetric display requires a fundamental structural change.

 

 

VOLUMETRIC DISPLAYS

Volumetric 3-D displays embody just one family of 3-D displays in general. In contrast to the display methods we’ve just covered, volumetric displays create 3-D imagery via the emission, scattering, or relaying of illumination from well-defined regions in (x,y,z) space.

 

 

Standard Static Volumetric Displays

These displays use a three-dimensional array of predetermined volumetric pixels, known as “voxels”, which are activated and deactivated on a pre-set manner to display objects.

 

Figure 4. Static Volumetric Displays comprise a 3-dimensional array of static elements [6]

 

Static volume displays have one notorious advantage over other displays: they lack moving parts. Devices with moving parts tend to have a shorter life span due to the progressive wearing-off of the relevant parts and the vibrations that cause structural weakening. Static displays currently suffer from major setbacks, namely voxel blockage and density. The static constructs like the one shown in Figure 4 result in voxels closer to the observer blocking the radiation originating from farther ones in a straight line of sight. This problem is magnified as the voxel density (voxels per cubic centimeter) increases, thus demoting most static volumetric displays to a lower class of practicality and realism. This problem can be solved by having voxels that, while de-activated, are invisible to the human eye.

 

Laser Static Volumetric Displays

While Laser Static Volumetric Displays are not usually considered a sub-category per se, they are important to our discussion in order to demonstrate the numerous alternative approaches to achieving Static Volume Rendering. In Figures 5 and 6 below, we can see how two intersecting laser beams that are invisible to the human eye individually can cause a localized excitement of the ionized medium once intersecting at a particular point.

 

Figure 5. Intersecting laser beams radiate light within the viewable human spectrum in an excitable medium [4]

 

Figure 6. Diagram of a Laser Static Volumetric Display [4]

 

It is crucial that the excitation process in the active ion occur only from the selective absorption of two different infrared wavelengths, as it is this mechanism that enables a visible point of light to be "turned on" only where the two laser beams cross, and nowhere else. By controlling the spatial co-ordinates of the intersection of the two lasers, a "voxel", or volumetric pixel, can be addressed at a specific location inside the bulk imaging medium. [4]

 

Swept Surface Volumetric Displays

By far the most common approach to volumetric displays, Swept Surface Displays use a different approach to generate the objects within the display region: by using fast-moving light-emitting or reflective voxels, the human eye is ‘fooled’ into believing that there is an object formed in mid-air. This ‘Persistence of Vision’ phenomenon is similar to the approach of current flat screens and television sets, whereas multiple static frames are quickly displayed to create the illusion of motion or, in our case, a ‘non-flickery’ object.

 

Figure 7 depicts the architecture of the most prominent current Volumetric Display: the Perspecta Spatial 3D, from Actuality Systems [5]. This device has a central-axis rotating screen, and a camera that projects different ‘slices’ of the object to be displayed. The screen rotates at 900 Revolutions per Minute (15 Revolutions per Second), thus bordering the ‘flicker’ line. The                                                                                   

 

Figure 7. Perspecta Display, from Actuality Systems, Inc. [5]

 

Perspecta is the leading technology in Volumetric Displays, and that comes at a high cost: individuals wanting to acquire this device will need to part with around RM 150,000. This is one of the reasons why the Centre for Research Excellence at UCSI decided to undertake the quest to develop a low-cost volumetric display.

 

 

MGS GRANT APPLICATION

Thanks to the infrastructure laid out by the Malaysian Government, MSC Status companies such as UCSI have access to the Multimedia Development Corporation R&D Grant Scheme (MGS). This grant allows enterprising companies to conduct multimedia-related projects within a maximum period of 2 years. Everything seemed perfect to undertake the development of Malaysia’s very own Volumetric Display.

 

After one Introductory Meeting (called ‘Soap Box’), one Technical and Commercialization Meeting, and one Meeting with the MGS Management Team, our grant for the project got approved in July 2005. The total estimated cost for 2 years of this project oscillated near the 1.3 Million Ringgit mark. This is how “Volumetric Display Using LED” (codenamed “Volex”) was born.

 

 

VOLEX

As we dug deeper into the project, the Project Team had to look into a number of issues that need improvement in some way to ensure that the resulting Prototypes meet everyone’s expectations.

 

LED homogeneity

There are two ways to generate voxels in Swept-Surface displays: either the light source is mounted on the moving surface, or a beam is sent to the surface to be reflected in synchrony with the expected object to be visualized. Volex uses LEDs as the source of emission. Knowing the inherent architecture of LEDs, this means that we must be very careful when choosing a model, for many LEDs have a much brighter area near the diode (usually at the center of the LED). While some of that effect may not be discernible by the human eye, the Project Team ran multitude of tests with different types, shapes, luminosity and colors of LED until we found the most appropriate model to fit the Project’s needs. 

 

LED positioning

As LEDs travel the predetermined trajectory in space, they will be emitting light to induce the optical illusion of an object floating in mid-air. When a voxel is activated, it is optimal if the resulting light emission can expand in a spherical field without being blocked by any object. This way, we ensure that viewers from all possible directions can see that particular activated voxel at any given time. The problem here is that, due to architectural constraints of working with LEDs, it is not possible to totally remove all the obstacles to each voxel. Consequently, the challenge revolves around minimizing this ‘blockage” as much as possible, to create a more satisfactory viewing experience.

Figure 8. LED Emission blocked by a non-activated component

 

LED dissipation angularity

Currently, there is no significant demand for the existence of LED that can radiate light in a full spherical field (i.e., in all directions). As such, LED manufacturers do not currently produce such component. This is a significant drawback when trying to develop a Volumetric Display using LEDs. In optimal conditions, the emission elements would emit light in all directions. Sadly, due to the nature of components currently available, LED’s viewing angles generally oscillate anywhere between 30° and 270°, although the brightness of the voxel will be affected as the angle increases even in wide-angle LEDs. This is why we must consider resorting to generating a single voxel with multiple LEDs: this is called a cluster. There are a number of intricacies associated with this alternative solution, but these will eventually become obsolete once spherical LEDs start being developed.

 

Vibratory concerns

Rotational speed is critical for a successful display. If the speed is too slow, then voxels will be refreshed less frequently, and this will result in a ‘flickery’ display. The effects of extended exposure to flicker have not been thoroughly studied, but we know from regular Television sets that, once the refresh rate is sufficiently high, human eyes will be ‘fooled’ into believing that there is no flicker at all. It is thus vital to ensure that this minimum refresh rate is observed at all times. This means maintaining a high speed, which results in an increment of the vibrations caused by small unbalances in the rotating disc. Since these unbalances are exponentially magnified as speed increases, it becomes both an operational and a safety concern to ensure that the unit is as balanced as possible.

 

Voxel generation

As we have discussed above, there are a number of factors that need attention for ensuring a functional hardware architecture for Volumetric Displays. The software aspects of the whole system are as complicated as the hardware. This can be a very tricky part of the whole system: voxels may be pre-arranged in a matrix with a discrete number of objects, or we may latch the LEDs in such a way that their state can be ON for a longer duration of time. It is generally simpler to have a pre-set voxel resolution, and let the prospective objects to be displayed adapt to the limited resolution, but this will of course result in a loss of quality and realism. By mapping all possible voxels and ‘slicing’ the –likely– cylindrical volume swept by our emitting elements, we can easily create objects within the set of possible voxels. All we have to do is tell the LEDs when to be ON. Prototype 1 of Volex has successfully achieved this. There is an obvious problem trying to print 2D images of 3D objects, but a Display Version of Volex should soon become available.

 

Data transfer

Swept-Volume Displays involve high-speed motion. The data to be displayed can either be stored on the moving unit, or can be segregated to ensure a more flexible method to display data. If we choose to have all the necessary components ‘on board’, our display will need to be disassembled and we will have to manually program a new dataset on the microcontroller/microprocessor each time we want to have new information added to the display. Instead, as we move towards the final prototypes, our data will be streamed from an external unit using one of the many available forms of wireless data communications. This way, we will ensure that our display can be more interactive and users may be able to eventually connect them to a PC for data manipulation as the technology matures.

 

 

CONCLUSIONS

There is a multitude of factors that must be envisaged when developing Volumetric Displays: from the complexity of hardware constraints to the intricacies of the software system. Realism should at all times remain the main priority when fine-tuning such a device, while other minor concerns (vibration, noise, etc.) are also critical and must not be overseen. Current technologies, while achieving a high degree of realism, are overseeing the need for Consumer’s support in order to successfully bring Volumetric Displays to the masses. This is the gap the Volex is going to bridge.

 

For more information, visit www.ucsi.edu.my/research/volex.html

 

 

REFERENCES

1.        The American Heritage Dictionary of the English Language, Fourth Edition, Boston: Houghton Mifflin, 2000.

2.        Wikipedia, The Free Encyclopedia, September 2006, http://en.wikipedia.org/wiki/Stereoscopic

3.        Wikipedia, The Free Encyclopedia, September 2006, http://en.wikipedia.org/wiki/Parallax

4.        Laser F/X International, August 2006, http://www.laserfx.com/Backstage.LaserFX.com/Archives/Archives5.html

5.        Actuality Systems, August 2006, http://www.actuality-systems.com/

6.        Design Interactions, RCA, October 2006,  http://www.interaction.rca.ac.uk/alumni/0002/jez/HTML/crd1/img/volume_img/one_unit.jpg

 

About the Author

Andres M. Trianon is the Project Leader for the VOLEX research and Manager of UCSI Centre for Research Excellence. He can be contacted at andres.m.trianon@gmail.com