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simovni2:specs [2022/01/14 17:08] laurentc [List] |
simovni2:specs [2022/10/20 22:42] (current) laurentc [Implementation] |
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====== Simovni 2 Specifications ====== | ====== Simovni 2 Specifications ====== | ||
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- | ===== Context ===== | ||
- | The context is the problem of the quality of UAP observation reports. | ||
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- | A written description is ambiguous. A picture is worth a thousand words. A 3D animation can fully describe the visual and spatio-temporal aspects of an observation.\\ | ||
- | By simulating physics (even very simplified) or ensuring at least some internal consistency in the trajectories, | ||
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- | ===== Purpose ===== | ||
- | Obtain better and more elaborate estimates of the observation parameters. | ||
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- | ===== Motivations ===== | ||
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- | * The availability in 2021, on the consumer market of standalone (untethered) Head Mounted Displays (HMDs) for Virtual Reality (VR) and Augmented Reality (AR). These new HMDs do not even need to work in a fully controlled environment. They don't need " | ||
- | * The availability of free frameworks for the development of applications targeted on these devices. Namely : Unity 3d. | ||
- | * all the reasons that motivated the invention of the [[simovni2: | ||
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- | Some of the issues with SIMOVNI are solved, some appear. Many new things can be done that were impossible. | ||
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- | Solved with some HMDs | ||
- | * unobstructed view solves the issue of the under estimation of angular sizes when looking through an opening (eyepiece of a refractor or binoculars for example) | ||
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- | The new or remaining issues with HMDs are developed below. | ||
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- | We expect better and more elaborate parameters estimations with such a tool than with the basic methods used by the investigators. | ||
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- | ===== Philosophy ===== | ||
- | KISS (Keep It Simple Stupid) and remain pragmatic. | ||
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- | One of our goals in this development, | ||
- | We thus also define a minimum implementation. | ||
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- | Before doing anything, we need to be sure we can obtain something of interest (see limitations). | ||
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===== Estimates ===== | ===== Estimates ===== | ||
==== List ==== | ==== List ==== | ||
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* Level of blurriness | * Level of blurriness | ||
* **Position of the UAP** : 2 operating modes. | * **Position of the UAP** : 2 operating modes. | ||
- | * **Direction relative to the witness** (*) (azimuth and angular height) | + | * Polar by **Direction relative to the witness** (*) (azimuth and angular height) |
- | * Position | + | * Cartesian by position |
* Shape & Surface state / Texture | * Shape & Surface state / Texture | ||
* Evolution over time of all the estimates | * Evolution over time of all the estimates | ||
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==== Normalization==== | ==== Normalization==== | ||
- | In the session process, make the witness estimate by memory the characteristics of some known things for reference. | + | On site, make the witness estimate by memory the characteristics of some known things for reference. |
Typically for example : the moon. Size and luminosity. | Typically for example : the moon. Size and luminosity. | ||
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- | ===== HMD Types ===== | ||
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- | These standalone HMDs can be placed into 2 categories. 3DOF and 6DOF (degrees of freedom). All use an IMU (Inertial Measurement Unit). | ||
- | * 3DOF category : they only estimate their orientation solely by use of gyroscope + accelerometer (IMU) and magnetometer. They are cheaper. | ||
- | * 6DOF category : they fully locate themselves in space by use of gyroscope + accelerometer (IMU) and magnetometer AND by " | ||
- | * In principle, all 6DOF HMDs should be able to run in a 3DOF degraded mode. | ||
- | * Some of these HMDs can track the hands. This in itself is a little revolution. For instance, if the user points a direction with his index, the HMD can display to the user a virtual laser that extends his index to infinity. The HMD can thus extract the absolute direction pointed to by the index. | ||
- | * Some of these HMDs can track the eyes. The accuracy is not very high (0.5°). But with some tricks, it should be possible to reach higher accuracies. | ||
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- | For our application, | ||
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- | To name a few (6DOF except if otherwise stated) | ||
- | * VR | ||
- | * Oculus Rift | ||
- | * Oculus Quest 2 | ||
- | * HP Reverb | ||
- | * Samsung Gear VR type (3DOF category) | ||
- | * AR | ||
- | * Hololens | ||
- | * Hololens 2 | ||
- | * Magic Leap | ||
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- | ===== Expected limitations ===== | ||
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- | Many of the characteristics of current HMDs make them actually worse than a basic optical system like the SimOvni. | ||
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- | Due to the technologies involved, all HMDs have several of these issues | ||
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- | * Very limited dynamic range of the brightness of virtual objects displayed | ||
- | * cannot display objects of very low luminosity | ||
- | * cannot display objects of high luminosity | ||
- | * Resolution still below human eye resolution, but we are getting really close | ||
- | * as an example : the oculus quest 2 has a resolution of about 20 pix/°, this is to be compared with the 1 arc minute (60 pix/°) of the 20/20 human eye. | ||
- | * Vergence-Accommodation Conflict : Unfortunately, | ||
- | * FIXME Still tracking in low light ? I do not know right now, the minimum of luminosity of the environment needed for the HMD to be able to track its pose in space accurately without too much noise. This remains to be estimated. | ||
- | * FIXME More general tracking limitations | ||
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- | ==== Using Virtual Reality HMDs (head mounted displays) ==== | ||
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- | * Very limited dynamic range for the display of the environment. Unable to show a dark sky. Especially with LCD screens. OLED screens can do much better. | ||
- | * This is not a limitation per se, but using VR HMDs imply that some modeling of the environment be done before a session with the witness. | ||
- | * It would involve typically as a minimum that a 360° photographic panorama be done and quite some work to create the transparency layer for the sky. It is quite time consuming in some situations where the sky is cluttered with trees for example. | ||
- | * The fact that such " | ||
- | ==== Using Augmented Reality HMDs ==== | ||
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- | All HMDs for augmented reality have the advantage of removing the need for the modeling of the environment. Only the phenomenon observed by the witness has to be modeled. | ||
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- | === See through HMDs === | ||
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- | * Bad color rendition of the virtual objects : the optical systems that use the technology of wave guides suffer from **terrible** color distortions. By terrible I mean that white objects actually appear pink, greenish or reddish and in a non uniform way. | ||
- | * Limited angle of view : the most advanced, standalone see through HMD, the Hololens 2, only has 35° of horizontal field of view. Fortunately, | ||
- | * Very good resolution for Hololens 2: 47 pix/° | ||
- | * Quasi perfect environment display : by design. | ||
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- | === Video through HMDs (limitations in addition to the limitations of HMDs for Virtual Reality) === | ||
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- | * Bad resolution for the display of the environment due to the limited resolution of the video cameras. The video resolutions of AR HMDs are much lower than consumer cameras because AR requires a frame rate higher than 60fps. Here we are talking about 17pix/°. | ||
- | * Cameras unable to work in low light : expect big video noise in the dark. | ||
- | * Very limited dynamic range for the display of the environment. Video though HMDs combine the limitations of their cameras and displays. Unable to show a dark sky. Especially with LCD screens. OLED screens can do much better but cannot compensate for the noise of the camera. In principle, if the environment does not move much, denoising algorithms could be applied. But I doubt that this behavior comes free with the HMD. I don't expect "to be able"/" | ||
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* no problem | * no problem | ||
* Size | Angular size : star like to 160° | * Size | Angular size : star like to 160° | ||
- | * Star-Like : we are limited by the resolution. | + | * Star-Like : we are limited by the resolution. How star-like does a single lit pixel feels like ? Calibrations, |
* Big things : We are limited to the field of view of the displays. Can be as low as 35° or as high as 90° | * Big things : We are limited to the field of view of the displays. Can be as low as 35° or as high as 90° | ||
* Distance | * Distance | ||
- | * We deal with UAPs at distance of more than 6 meters. Beyond that distance there is no issue of accommodation conflict provided the HMD projets the virtual image at infinity. | + | * We deal with UAPs at distance of more than 6 meters. Beyond that distance there is no issue of vergence-accommodation conflict provided the HMD projets the virtual image at infinity. |
* Color | * Color | ||
* The color gamut depends on the display technology. Ultra violet and deep red colors cannot be rendered well. But that is not a huge problem as far as the witness can tell the problem. | * The color gamut depends on the display technology. Ultra violet and deep red colors cannot be rendered well. But that is not a huge problem as far as the witness can tell the problem. | ||
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* The display system is not limiting. Here the difficulty is not the display system, but our ability to know what the witness saw. The limitation is the ability of the witness to describe what he saw. The human eye may be able to discriminate some additional characteristic of the light (polarization) but we won't go that far. | * The display system is not limiting. Here the difficulty is not the display system, but our ability to know what the witness saw. The limitation is the ability of the witness to describe what he saw. The human eye may be able to discriminate some additional characteristic of the light (polarization) but we won't go that far. | ||
* Apparent Luminosity: From the brightness of a star/ | * Apparent Luminosity: From the brightness of a star/ | ||
- | * That would be one of the most interesting parameters to measure accurately. FIXME. Question : how contrasted and luminous are these HMDs screens ? Luminosity of a pixel ? FIXME. | + | * That would be one of the most interesting parameters to measure accurately. Question : how contrasted and luminous are these HMDs screens ? Luminosity of a pixel ? How do they compare to a mag -1 star or the moon ? Because this parameter is not calibrated at all (not even by product) there is a need for a calibration file per product and we will have to do it. This is a unique need. It makes this project innovative. Calibrations, |
* Level of blurriness | * Level of blurriness | ||
* no problem | * no problem | ||
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* no problem. | * no problem. | ||
* Evolution over time of all the estimates | * Evolution over time of all the estimates | ||
- | * The display frame rate are quite high (90hz+). High speed changes can be simulated. The HMD is not the limiting factor. | + | * The display frame rate are quite high (60 or 90hz+). High speed changes can be simulated. The HMD is not the limiting factor. Smoothness of trajectories can be obtained by having the keypoints copied inside the HMD and the interpolation done on the HMD (not the case right now). |
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The parameters should be tunable in real time by the investigator and/or the witness. | The parameters should be tunable in real time by the investigator and/or the witness. | ||
+ | |||
+ | Starts with a calibration phase if necessary to be sure the witness properly sees through the HMD. (eye/ | ||
+ | Set the brightness of the screen to a known and adapted level. | ||
==== Static Parameters ==== | ==== Static Parameters ==== | ||
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* In Mode 1 : absolute Yaw, Pitch, Roll. | * In Mode 1 : absolute Yaw, Pitch, Roll. | ||
* In Mode 2 : billboard, always facing witness. No control. | * In Mode 2 : billboard, always facing witness. No control. | ||
- | * Direction relative to the witness : **Altitude**, | + | * Direction relative to the witness : **Altitude**, |
- | * Color ? How ? FIXME | + | * Color ? How ? FIXME |
==== investigator side parameters & controls ==== | ==== investigator side parameters & controls ==== | ||
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* In Mode 2 : billboard, always facing witness. No control. Yaw, Pitch are computed in real time. Roll can be controlled | * In Mode 2 : billboard, always facing witness. No control. Yaw, Pitch are computed in real time. Roll can be controlled | ||
* Direction relative to the witness : **Altitude, Azimuth** (*) | * Direction relative to the witness : **Altitude, Azimuth** (*) | ||
+ | * **North Direction** (*) | ||
* Color ? How ? FIXME | * Color ? How ? FIXME | ||
and also | and also | ||
- | * **North Direction** (*) | ||
* Selection of Orientation mode : 1 or 2. | * Selection of Orientation mode : 1 or 2. | ||
* Level of blurriness | * Level of blurriness | ||
* **Distance**. Can be arbitrary if it is unknown. If arbitrary, distance should be set to a fixed value of more that 25m (for invisible stereo parallax), but not too far in order to remain closer than the back clipping plane of the rendering engine. (*) | * **Distance**. Can be arbitrary if it is unknown. If arbitrary, distance should be set to a fixed value of more that 25m (for invisible stereo parallax), but not too far in order to remain closer than the back clipping plane of the rendering engine. (*) | ||
- | * Size : 2 operating modes. What's best ? Depends on the case. The origin of the 3D model should rather be defined close to its " | + | * Size : 2 operating modes. What's best ? Depends on the case. The origin of the 3D model should rather be defined close to its " |
- | * **Size**. The size considered is the longest side of the bounding box < | + | * **Size**. The size considered is the width of the scaled cubic bounding box, it is directly in meters. What is used as a parameter to interpolate is that size in meters. (*) |
- | * Angular Size. The __max angular | + | * Angular Size. is computed as angular_size = 2*atan(size/ |
* **Apparent Luminosity** (*) | * **Apparent Luminosity** (*) | ||
* 3D animation for the evolution of the Shape & Surface state / Texture animation time : anim_time | * 3D animation for the evolution of the Shape & Surface state / Texture animation time : anim_time | ||
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* addition/ | * addition/ | ||
- | * Each time a new key point N is inserted, one should specify the list of parameters for which this key point plays a role. All the other parameters will remain interpolated linearly from N-1 to N+1. | + | |
- | * Each time a key point is removed, before removal, the user is recalled the parameters it did play on. | + | |
- | | + | |
=== play the simulation === | === play the simulation === | ||
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All parameters using " | All parameters using " | ||
- | ====== Practicality ====== | ||
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- | ====== Bibliography ====== | ||
- | ===== Psychology of perception ===== | ||
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- | Le problème de la taille apparente de la lune selon Camille Flammarion : COMMENT VOYEZ VOUS LA LUNE GROSSE ? LA NATURE, N° 29, 20 décembre 1873, page 38 à 40 en copie sur le site web de Dominique Caudron. http:// | ||
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- | On "//The power of methods guided by recognition rather than description in the reconstruction of a fleeting event//" | ||
- | & https:// | ||
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- | ===== SIMOVNI history ===== | ||
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- | Pierre Lagrange : "//A propos des prétendus aspects psychologiques et sociologiques des témoignages d’observation d’ovnis//" | ||
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- | * http:// | ||
- | * http:// | ||
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- | The paper trail shows Dominique Caudron was the first in France to build a practical device around 1974. | ||
+ | ====== Implementation ====== | ||
+ | [[simovni2: | ||
---- | ---- | ||
- | {{: | + | {{: |
+ | OVNI(s) S02E01 production Canal+ 2022 |