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#51 from R&D
Innovator Volume 2, Number 8
August 1993
Virtual
Innovation
by Brad Burnett
Mr.
Burnett is director of R&D at VRontier Worlds, Inc.,
Stoughton, Wisconsin. He contributed a chapter to Adventures
in Virtual Reality, by Thomas Hayward (Que, Carmel, IN,
1993).
My strange trip
through the world of the almost-real began about a year ago, when
I was running a home electronic-design company and getting an
associate degree in electromechanical design at a vocational
college. The catalyst that changed my life was a 10-minute segment of
a TV documentary about the evolution of computers.
That particular
portion showed a man wearing a large helmet.
Right in front of his eyes, two video screens showed the
inside of a building that had not yet been built—a building that
did not exist. A
small tracking device on this virtual reality (VR) helmet caused
the computer-generated image to change in accordance with the
position of the viewer's head, just as a scene changes in the real
world when you move your head.
Simply, the video
screens and optics in this head-mounted display allow the wearer
to "enter" a computer-generated world.
Unlike the Viewmaster stereo slide viewer I remember from
childhood, there are no edges around the image; you don’t see
the "world" through "holes" in the device.
Instead, VR helmets give you the sensation of being inside
the world and looking out. The
device occupies most of your field of view, and gloves, joy
sticks, and head-tracking devices allow you to interact with the
"virtual space" in a natural way.
A Benign
Obsession
I was instantly
obsessed with the desire to invent a better display than the
10-pound clunker shown in the program, so I requested information
from sources listed in the credits.
Since nobody was willing to tell me much, and it appeared
that the people I contacted at various university labs and VR
companies didn't have a great deal of optical expertise anyway, I
realized I would have to design a head-mount system from scratch.
At this point, I was only thinking about making a system
for myself—not a commercial product.
My first
headmount was built around two liquid-crystal video display
screens I extracted from miniature televisions.
I got the electronics to work immediately—but that's the
easy part of a headmount. The
virtual reality industry has been struggling with optics for
years, and still focuses on a headmount lens system developed for
NASA in 1985 to view photographic slides.
That system was
black-and-white, a real dinosaur in video terms. A second problem was the weight of the optical
package—about 1.2 pounds. Because
the weight in the front of the helmet must be balanced by a
counterweight in the back, each ounce saved in optics and
electronics removes two ounces from the user's head.
But the fatal
flaw of this early design arose from simple geometry:
When the smallest available video screens were mounted side
by side, their centers were about 3.2 inches apart, far wider than
the span between an adult's eyes, 2.5 inches or less.
Because human eyes cannot diverge, most existing VR systems
use software to place the images directly in front of the eyes.
Nevertheless, I
needed a starting place, so I ordered the expensive optics used in
the NASA viewer. Although
they worked beautifully on the photographic slides they were
designed for, they left a lot to be desired when used to focus
video screens. Progress required a lighter optical system that could place
the screens directly in front of the eyes, remain in focus for
different users, and have a large enough field of view so it would
seem to "wrap around" the user.
Learning on
the Job
I'm an
electromechanical designer with no education in optics.
But I do possess two skills that help me challenge the
unknown. I am willing
to put out the energy to educate myself in areas that interest me.
More important, I seem to have an intuitive ability to
solve difficult problems without having to wade through all the
details and explore all the dead-ends.
I started by
convincing someone at an optical supply company to put the lenses
of the NASA headmount under an instrument, so we could measure
their optical properties and begin to understand what was going
on. I also went to the library to learn the jargon and principles
of optics.
If I had the
misfortune of a formal education in optics, I probably would have
missed my solution. But
it was precisely my ignorance that allowed me to transcend the
barriers of the conventional.
I stumbled onto
some flat, vinyl Fresnel lenses.
These lenses have multiple concentric rings and are used in
overhead projectors and the wide-angle lenses found in the rear
windows of campers. I
thought a compound optical system (one lens mounted in front of
another) would allow lighter weight and higher power, but the
conventional wisdom held that compound Fresnel lenses would suffer
from moiré patterns, the wavy lines that form, for example, when
one window screen is superimposed on another.
Nevertheless, my
first prototype with compound Fresnel lenses did things
conventional lenses never could: it wrapped the scene around the
user's head and adapted easily to different users.
And because I was using liquid crystal displays rather than
video screens, I considerably reduced weight and electric current
draw. Most important,
the assembly is small enough to sit directly in front of the
user's eyes.
We Met on a
Bulletin Board…
After some media
coverage of my development and a lot of communication with others
around the world, I met, through a computer bulletin board, two
gentlemen who had a small virtual reality software company called
VRontier Worlds. I
was surprised to find anyone working with virtual reality in my
home state, Wisconsin. We
became equal partners in the firm, which sells one of the few VR
software packages able to run on Intel 486-based personal
computers.
The headmount
project, which has been consuming 17 hours a day of my time,
continues its rapid advance.
My streamlined optical system has fewer parts, allowing
faster assembly and a more comely appearance than the
Frankenstein-bolt-through-the-head look found in competing
headmounts. We use
custom Fresnel optics made
of a highly transparent plastic, cut to extreme accuracy, to get a
satisfactory view.
I also began a
patent search to be sure I wasn't infringing anyone else's
discovery. And
I began to optimize the inevitable tradeoffs of optical design.
To demonstrate
the headmount, we run our own VR program showing one airfield, two
buildings and a pair of hot-air balloons.
If you are using the joystick, when you pull back and press
the button, you're climbing.
Push it forward, and you move forward but altitude remains
constant. Tilt the stick left, and your view sweeps left.
If you want to look inside the building, just go
"through" the wall, and check out the interior from any
angle you like. If
you're using the head-tracker, you get similar results just by
moving your head.
Today, less than
a year since I started work on the headmount, my device has
already been tested by NASA with good results .
McDonnell Douglas has also used it in a mockup of a Mars
probe, which would use a pair of cameras to transmit a realistic
view of Mars to Earth (and into the headmount).
In one month of
shipping these headmounts, we have sold more than 10—not bad
considering they retail for nearly $10,000.
Our customers include virtual reality hardware and software
companies and university psychology researchers.
We are collaborating with an architect who will use the
system to show virtual buildings to clients.
I can envision surgeons training by taking a trip through a
virtual body or technicians practicing hazardous-waste cleanups in
the safety of a classroom.
Now, with some
money coming in, I'm working on version two of the headmount,
which will have greater visual acuity and a wider field of view. I think my unconventional understanding of Fresnel lenses
will allow me to combine these hitherto incompatible goals.
We may use our own VR system to design the next headmount—a
sort of computerized birthing process.
I'm
looking forward to the next decade of virtual reality—I really
can't imagine anything more exciting! |