One of the goals of the rt-ai Edge system is that users of the system can use whatever device they have available to interact and extract value from it. Unity is a tremendous help given that Unity apps can be run on pretty much everything. The main task was integration with Manifold so that all apps can receive and interact with everything else in the system. Manifold currently supports Windows, UWP, Linux, Android and macOS. iOS is a notable absentee and will hopefully be added at some point in the future. However, I perceive Android support as more significant as it also leads to multiple MR headset support.
The screen shot above and video below show three instances of the rt-ai viewer apps running on Windows desktop, Windows Mixed Reality and Android interacting in a shared sentient space. Ok, so the avatars are rubbish (I call them Sad Robots) but that’s just a detail and can be improved later. The wall panels are receiving sensor and video data from ZeroSensors via an rt-ai Edge stream processing network while the light switch is operated via a home automation server and Insteon.
Sharing is mediated by a SharingServer that is part of Manifold. The SharingServer uses Manifold multicast and end to end services to implement scalable sharing while minimizing the load on each individual device. Ultimately, the SharingServer will also download the space definition file when the user enters a sentient space and also provide details of virtual objects that may have been placed in the space by other users. This allows a new user with a standard app to enter a space and quickly create a view of the sentient space consistent with existing users.
While this is all kind of fun, the more interesting thing is when this is combined with a HoloLens or similar MR headset. The MR headset user in a space would see any VR users in the space represented by their avatars. Likewise, VR users in a space would see avatars representing MR users in the space. The idea is to get as close to a telepresent experience for VR users as possible without very complex setups. It would be much nicer to use Holoportation but that would require every room in the space has a very complex and expensive setup which really isn’t the point. The idea is to make it very easy and low cost to implement an rt-ai Edge based sentient space.
Still lots to do of course. One big thing is audio. Another is representing interaction devices (pointers, motion controllers etc) to all users. Right now, each app just sends out the camera transform to the SharingServer which then distributes this to all other users. This will be extended to include PCM audio chunks and transforms for interaction devices so that everyone will be able to create a meaningful scene. Each user will receive the audio stream from every other user. The reason for this is that then each individual audio stream can be attached to the avatar for each user giving a spatialized sound effect using Unity capabilities (that’s the hope anyway). Another very important thing is that the apps work differently if they are running on VR type devices or AR/MR type devices. In the latter case, the walls and related objects are not drawn and just the colliders instantiated although virtual objects and avatars will be visible. Obviously AR/MR users want to see the real walls, light switches etc, not the virtual representations. However, they will still be able to interact in exactly the same way as a VR user.
The Windows Mixed Reality version of 3DView is now working nicely. Had a few problems with my Windows development PC which is a few years old and didn’t have adequate USB ports. In the end this PCI-e USB 3.1 card solved that problem otherwise a complete upgrade might have been required. A different USB 3.0 card did not work however.
Hopefully this is the last time that I see the displays all lined up like that. The space modeling software is coming along and soon it will be possible to model a space with a (relatively) simple procedural definition file. Potentially this could be texture mapped from a 3D scan of rooms but the simplified models generated procedurally with simple textures might well be good enough. Then it will be possible to position versions of these displays (and lots of other things) in the correct rooms.
XRView is intended to be runnable both on Windows MR headsets (I am using the Samsung Odyssey as it has a good display and built-in audio) and HoloLens. Now clearly VR modes and AR modes have to be completely different. In VR, you navigate and interact with the motion controllers and see the modeled space whereas in AR you navigate by walking around, interact using the clicker and don’t see the modeled space directly. However, the modeled space will still be there and will be used instead of the spatially mapped surfaces that the HoloLens might normally use. This means that objects placed in the model by a VR user will appear to AR users correctly positioned and vice versa. One key advantage of using the modeled space rather than the dynamically mapped space generated by the HoloLens itself is that it is easy to add context to the surfaces using the procedural model language. Another is the ability to interwork with non-HoloLens AR headsets that can share the HoloLens spatial map data. The procedural model becomes a platform-independent spatial mapping that “just” leaves the problem of spatial synchronization to the individual headsets.
I am sure that there will be some fun challenges in getting spatial synchronization but that’s something for later.
Th 3DView app I mentioned in a previous post is moving forward nicely. The screen capture shows the app capturing real time from four ZeroSensors, with the real time data coming from an rt-ai Edge stream processing network via Manifold. The app creates a video window and sensor display panel for each physical device and then updates the data whenever new messages are received from the ZeroSensor.
This is the rt-ai Edge part of the design. All the blocks are synth modules to speed the design replication. The four ZeroManifoldSynth modules each contain two PutManifold stream processing elements (SPEs) to inject the video and sensor streams into the Manifold. The ZeroSynth modules contain the video and sensor capture SPEs. The ZeroManifoldSynth modules all run on the default node while the ZeroSynth modules run directly on the ZeroSensors themselves. As always with rt-ai Edge, deployment of new designs or design changes is a one click action making this kind of distributed system development much more pleasant.
The Unity graphics elements are basic as I take the standard programmer’s view of Unity graphics elements: they can always be upgraded later by somebody with artistic talent but the key is the underlying functionality. The next step moving forward is to hang these displays (and other much more interesting elements) on the walls of a 3D model of the sentient space. Ultimately the idea is that people can walk through the sentient space using AR headsets and see the elements persistently positioned in the sentient space. In addition, users of the sentient space will be able to instantiate and position elements themselves and also interact with them.
Even more interesting than that is the ability for the sentient space to autonomously instantiate elements in the space based on perceived user actions. This is really the goal of the sentient space concept – to have the sentient space work with the occupants in a natural way (apart from needing an AR headset of course!).
For the moment, I am going to develop this in VR rather than AR. The HoloLens is the only available AR device that can support the level of persistence required but I’d rather wait for the rumored HoloLens 2 or the Magic Leap One (assuming it has the required multi-room persistence capability).
Yes, I am drinking a beer right now – it has been a long day. Mostly I seemed to spend it nursing Windows through its upgrade to the latest Insider Preview (16257) and begging the Insider Preview website to allow me to download the Insider Preview SDK which seemed to require all kinds of things done right and the wind blowing in the right direction at the same time.
The somewhat bizarre screen capture above is from a scene I created in the default room. The hologram figures are animated incidentally. What I mostly failed to do was to get existing HoloLens apps to run on the MR headset as Unity kept on reporting errors when generating the Visual Studio project for the apps, after having performed every other stage of the build process correctly. Very odd. I did manage to get a very simple scene with a single cube working ok, however.
Then I went back to the production version of Windows (15063) and tried things there. Ironically, my HoloLens app worked (apart from interaction) on the MR headset using Unity 5.6.2.
Clearly this particular Rome wasn’t built in a day – a lot more investigation is needed.
Just got my hands on an HP Windows Mixed Reality headset. Now setting up my Windows dev machine to dual boot so that I can have a standard production Windows version for normal work and an insider Program fast ring version to work with this headset. Based on experience, setting up the Insider Preview could take a while.
Some information from Microsoft here about the next generation of HoloLens. I am a great fan of only using the cloud to enhance functionality when there’s no other choice. This is especially relevant to MR devices where internet connectivity might be dodgy at best or entirely non-existent depending on the location. Putting some AI inference capability right on the device means that it can be far more capable in stand-alone mode.
There seems to be the start of a movement to towards putting serious but low power-consuming AI capability in wearable devices. The Movidius VPU is a good example of this kind of technology and probably every CPU manufacturer is on a path to include inference engines in future generations.
While the HoloLens could certainly use updating in many areas (WiFi capability, adding cellular communications, more general purpose processing power, supporting real-time occlusion), adding an inference engine is certainly extremely interesting.
Fascinating video of a HoloLens being used in a real back surgery – presumably the video was mostly shot using Spectatorview or something similar. I have seen other systems where mocap type technology is used to get more precision in the pose of the HoloLens but this system doesn’t seem to do that. Not that I am a surgeon but I doubt that the HoloLens can replace the usual fluoroscope since that gives real time feedback on the location of things like needles with respect to the body (yes, I have been on the literal sharp end of this!). However, if the spatial stability of the hologram is good enough, I am sure that it greatly helps with visualization.
As one of the many people with dodgy backs, I am always interested in anything that can improve outcomes and minimize risk and side-effects. If the HoloLens can do that – brilliant!