Magic Leap’s technology may be years away from completion
theverge.com
theverge.com
Magic Leap was always a much more difficult problem... they have to respond to a user's head movement, parse the scene the user is looking at (which could be anything), figure out what to draw and where to draw it on the user's environment, then render, all in the same 14-20ms window.
Compounding that they have to do it with a much weaker CPU/GPU/battery than Oculus and friends, which use a phone, or are tethered to a PC with a $1,000 GPU. You wear Magic Leap on your head, no cables.
On its face I was always sort of surprised to hear about the good demos; it always seemed like such a difficult problem, and I know the VR folks are having a tough enough time with it.
If it works near a closeline blowing in the wind that's really hard and impressive.
I sort of assumed it was like a stack of images in the Z plane. So not only are they doing everything you mentioned, they are also rendering the 3D scene in slices?
A bit of a tangent, but: for some people, it's impossible for VR to avoid making them feel sick. It's fundamental to them wearing a VR headset rather than a technical challenge to be overcome. It's related to the fact that VR headsets can't project photons from arbitrary positions with arbitrary angles towards your eyes (i.e. a screen is planar, but the real world is a 3D volume). Turns out, evolution has ensured our bodies are very good at determining the difference between a screen's projection and the real world, resulting in a sick feeling when there's a mismatch.
I think that when people accept it's inevitable some subset of users will get sick, the VR ecosystem will grow at a faster rate.
That might be harder than getting a functional light field display, though.
What I was picturing was: - LCD display - Patterned IR image projected onto eye - Camera to read IR image on the back of retina, to figure out current focal length of cornea - Realtime chip to adjust LCD display based on focal depth, to simulate light field image.
... The real issue is that response latency would have to be <10ms probably to avoid being disorienting.
I'd be interested to hear some testimonials on how it affects people though. One of the interesting things about VR is finding out the myriad of different ways people are sensitive to small phenomena.
I own a Vive, and get sick using that after half an hour maybe (even though it's not too bad and I can keep using it), and it takes me a few hours to "reset" afterwards.
I don't get sick in 3D movies (but I don't enjoy them, and never choose to see one in 3D if there's an alternative.
The reason I don't get sick in 3D movies I assume is because it's still just a screen, and any head movement I make is still 100% "responsive", with no delay or mismatch.
Edit: Sorry, I read your response a bit lazily. Yes, it's not related to vergence-accommodation, at least not exclusively.
Here's some interesting reading:
https://en.wikipedia.org/wiki/Simulator_sickness
https://news.ycombinator.com/item?id=5265985
> In a study conducted by U.S. Army Research Institute for the Behavioral and Social Sciences in a report published May 1995 titled "Technical Report 1027 - Simulator Sickness in Virtual Environments", out of 742 pilot exposures from 11 military flight simulators, "approximately half of the pilots (334) reported post-effects of some kind: 250 (34%) reported that symptoms dissipated in less than 1 hour, 44 (6%) reported that symptoms lasted longer than 4 hours, and 28 (4%) reported that symptoms lasted longer than 6 hours. There were also 4 (1%) reported cases of spontaneously occurring flashbacks."
Simulator Sickness in Virtual Environments (PDF): http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA295861
Some interesting quotes from the report:
Expected incidence and severity of simulator sickness in virtual environments
> In an analysis of data from 10 U.S. Navy and Marine Corps flight simulators, Kennedy, Lilienthal, Berbaum, Baltzley, and McCauley (1989) found that approximately 20% to 40% of military pilots indicated at least one symptom following simulator exposure. McCauley and Sharkey (1992) pointed out that pilots tend to be less susceptible to motion sickness than the general population due to a self-selection process based on their resistance to motion sickness. Since VE technologies will be aimed at a more general population, such selection against sickness may not occur. Thus, McCauley and Sharkey suggested that sickness may be more common in virtual environments than in simulators.
Findings
> Although there is debate as to the exact cause or causes of simulator sickness, a primary suspected cause is inconsistent information about body orientation and motion received by the different senses, known as the cue conflict theory. For example, the visual system may perceive that the body is moving rapidly, while the vestibular system perceives that the body is stationary. Inconsistent, non-natural information within a single sense has also been prominent among suggested causes.
> Although a large contingent of researchers believe the cue conflict theory explains simulator sickness, an alternative theory was reviewed as well. Forty factors shown or believed to influence the occurrence or severity of simulator sickness were identified. Future research is proposed.
Vection
> One phenomenon closely involved with simulator sickness is that of illusory self-motion, known as vection. Kennedy et a1. (1988) stated that visual representations of motion have been shown to affect the vestibular system. Thus, they conclude that the motion patterns represented in the visual displays of simulators may exert strong influences on the vestibular system. Kennedy, Berbaum, et al. (1993) stated that the impression of vection produced in a simulator determines both the realism of the simulator experience and how much the simulator promotes sickness. They suggested that the most basic level of realism is determined by the strength of vection induced by a stimulus. For a stimulus which produces a strong sense of vection, correspondence between the simulated and real-world stimuli determines whether or not the stimulus leads to sickness. Displays which produce strong vestibular effects are likely to produce the most simulator sickness (Kennedy, et al., 1988). Thus, Hettinger et al. (1990) hypothesized that vection must be experienced before sickness can occur in fixed-base simulators.
> While viewing each of three 15-minute motion displays, subjects rated the strength of experienced feelings of vection using a potentiometer. In addition, before the first display and after each of the three displays, the subjects completed a questionnaire which addressed symptoms of simulator sickness. Of the 15 subjects, 10 were classified as sick, based on their questionnaire score. As for vection, subjects tended to report either a great deal of vection or none at all. In relating vection to sickness, it was found that of the 5 subjects who reported no vection, only 1 became sick; of the remaining 10 subjects who had experienced vection, 8 became sick. Based on their results, Hettinger et al. concluded that visual displays that produce vection are more likely to produce simulator sickness. It is also likely that individuals who are prone to experience vection may be prone to experience sickness. It was mentioned earlier in this report that a wider field- of-view produces more vection and, thus, is believed to increase the incidence and severity of sickness (Kennedy et al., 1989). Anderson and Braunstein (1985), however, induced vection using only a small portion of the central visual field and 30% of their subjects experienced motion sickness.
And the PS no? I think that all the VR system will (optionally) do this to reduce the processing power needed.
From my understanding this won't do anything to reduce power processing, it's all about reducing latency. That final transform happens at the last moment, with the most up-to-date head tracking information. I kind of figured it happened in the headset hardware itself in order to reduce the latency as much as possible.
https://developer3.oculus.com/blog/asynchronous-timewarp-exa...
http://blogs.valvesoftware.com/abrash/why-you-wont-see-hard-...
Two of the major unsolved problems he talks about are latency and the ability to draw black - I would be surprised if magic leap had solved both of these alone and in secret.
Their vapid press releases didn't inspire confidence either.
Is there any AR headgear which displays the real world optically and can selectively darken the real world? Magic Leap pretended to do that, but now it appears they can't. You could, of course, do it by focusing the real scene on a focal plane, like a camera, using a monochrome LCD panel as a shutter, and refocusing the scene to infinity. But the optics for that require some length, which means bulky headgear like night vision glasses. Maybe with nonlinear optics or something similarly exotic it might be possible. But if there was a easy way to do this, DoD would be using it for night vision gear.
Sounds very suspicious to me.
Profitable startups with hockey stick like growth can't even raise a couple million...damn.
There is actually a solution (EDIT: nope, see replies), but it's tricky: If you stack two sheets of polarizing filters on top of each other, then rotate them, you can get them to pass all light at 0 degrees rotation and block all light at 90 degrees rotation. It's like special paper that adjusts brightness depending on how much it's rotated relative to the sheet of paper behind it. https://www.amazon.com/Educational-Innovations-Polarizing-Fi...
So you could imagine cutting a series of circular polarizing filters and using them as "pixels". If you had a grid of 800x600 of these tiny filters, and a way to control them at 60 fps, you'd have a very convincing way of "displaying dark" in real time.
It'd require some difficult R&D to be viable. Controlling 800x600 = 480,000 tiny surfaces at 60fps would take some clever mechanics, to put it mildly. Maybe it won't ever be viable, but at least there's theoretically a way to do this.
A minor problem with this approach is that the polarizing filter may affect the colors behind it. But humans are very good at adapting to a constant color overlay, so it might not be an issue.
One idea that comes to mind is that a regular screen leaks light. If you adjust the brightness on your laptop as low as it will go, then display a black image, there's still a massive difference between what you see there vs when the screen is completely powered off. But if you take two sheets of polarizing filter and stick them in front of your screen, you can get almost perfect blackness. That's why I thought it was a different idea, since the difference is so dramatic. You can block almost all the light, whereas a regular screen doesn't seem to be able to get that kind of contrast.
Yes, yes, it's still not a hologram, but the popularized version of holograms (from things like star wars) is still the best way to think about AR display.
If you can show SOME black, text legibility becomes a lot easier. Everything can look way better, even if the world always shines through enough to see it.
If you can show PURE black, enough to ACTUALLY obscure the world, now you can erase stuff. Like indicator lights, panopticon optics, and people.
[1] http://media.bestofmicro.com/V/H/563597/original/Meta-Collab... [2] http://www.roadtovr.com/wp-content/uploads/2015/10/magic-lea... [3] https://winblogs.azureedge.net/devices/2016/02/MSHoloLens_Mi...
Anyone seen a TFT "filter" mounted on the front of a transparent OLED "backlight"?
Yes I'm sure they must have thought of it. Wonder what the issue is.
[edit] I read the explanation further down now
(Also, if the pixels are dense enough I imagine you'll get diffraction.)
Here's is Michael Abrash's better explanation:
>“But wait,” you say (as I did when I realized the problem), “you can just put an LCD screen with the same resolution on the outside of the glasses, and use it to block real-world pixels however you like.” That’s a clever idea, but it doesn’t work. You can’t focus on an LCD screen an inch away (and you wouldn’t want to, anyway, since everything interesting in the real world is more than an inch away), so a pixel at that distance would show up as a translucent blob several degrees across, just as a speck of dirt on your glasses shows up as a blurry circle, not a sharp point. It’s true that you can black out an area of the real world by occluding many pixels, but that black area will have a wide, fuzzy border trailing off around its edges. That could well be useful for improving contrast in specific regions of the screen (behind HUD elements, for example), but it’s of no use when trying to stencil a virtual object into the real world so it appears to fit seamlessly.
http://blogs.valvesoftware.com/abrash/why-you-wont-see-hard-...
https://www.youtube.com/watch?v=bmHSIEx69TQ&feature=youtu.be...
That approach is devastatingly hard, but probably the best way to do it.
Right, that's how all existing HMD systems work - but generally not with the whole FOV re-rendered so it's not so cut and dry.
Note that such a system doesn't give you black ever. It gives you muddy [insert lens color on the grey spectrum].
The case you describe ends up with what is practically an opaque lens that is replicating the environment that is not virtual. So you might as well just use VR with camera pass through at that point.
It can give pure black if the polarising plates and liquid crystal is accurate enough.
What about those windows where, at a press of a button, they turn relatively opaque?
They've said they have a solution, and it's more optical illusion than optics. They don't darken the real world, but will make you perceive something similar.
In AR, you're competing with on latency with the human visual system that you're trying to augment, which is a race you can't win.
The only thing you can do is try to be very fast (<= 10 ms) so the latency becomes unnoticeable. Unfortunately right now this isn't possible unless you custom-engineer everything in your vision path optimized for latency. Fun R&D project but enormously time- and capital intensive with no guarantees for success.
VR is a much tougher nut to crack.
Color, Clinkle, Theranos, Magic Leap... they all have that in common. I'd be interested if there are counter examples.
Solexa raised 130MUSD pre-launch: http://41j.com/blog/2016/01/a-solexa-story/
Quite a new life science/biotech companies do.
Meanwhile, teams like Oculus are reportedly trying to sidestep AR by investing in "mixed reality", which will bring live camera feeds in to VR, with screens still covering both eyes.
I know of a company that make cut scenes for A games, most of their people can't wear the Oculus for more than a few minutes. Big headaches, motion sickness, etc...
Before you jump on me, this could be due to the stuff they are trying to show on the Rift -- would content make a difference? Sudden shifts in scene from close to far off?
First there's plain old motion sickness. The first time I flew in Elite Dangerous in VR, I tried swooping into a landing pad slot. It was a maneuver I could do ok autopilot from playing in a flat screen, but when I pitched up hard, my stomach dropped. My body was expecting G's it just wasn't feeling. I had to take the Rift off and take some deep breaths to ward off the nausea. I don't usually get motion sickness. I can read on shaky busses with no problems.
Second is simulator sickness, which I think comes from latency and resolution issues? This also hits people differently. I have friends who can only do minutes with the Rift on. I can last as long as my face can take the pressure of the headset, meaning an hour or two at a time.
All in all, yeah, some people just won't be able to handle cutrent gen VR for various reasons.
FPS games are awful for VR when you move around with a joystick. Also, a lot of the "dramatic" things that get used to try and sell games make you dizzy. There's also some acclimation. They say devs are the worst subjects for testing of some vr demo will cause sickness.
I also think people underplay the motion sickness film and FPS video games can have on people who are unacclimated (FPS games didn't have big money pushing it in the early 90's and were on tiny, low res screens). I know I've felt motion sickness playing flight simulators and certain FPS games, especially at first. Movies like Blair Witch and Cloverfield were criticised for making people feel sick.
To address the focus problem, I've been wondering why there's not much talk about light fields for VR (maybe because of patents?).
The first one is mainly solved, the second one is way harder due to head tracking latency, computer vision latency, and user-dependent eye projection.
I think it's actually a really smart approach. MS spent ~2 billion and multiple years of R+D to get the Hololens built. Snapchat's coming at it from another angle, start simple and build up with each successive generation. The fact that they already have people clamoring for something this basic is telling...
But then again, first mover advantage has been more of the exception than the rule for quite a while in tech.
Edit - Androids "auto add to dictionary" creates a lot of stupid capitalizations.
Edit: On second thought you maybe meeting the exact definition of Vaporware in that they are not manufacturing it yet[1]. No indication that they won't be able to though.
But the article specifically says "as it stands now, is noticeably inferior to Microsoft’s HoloLens headset"
So I don't get how matching Hololens is the "worst case scenario"
I think it's fair to speculate that they will end up as vaporware. Only alternative I can see is them pivoting to a more niche field so that they don't directly compete with hololens.
People started saying Duke Nukem Forever was a vaporware long before the parent company actually admitted it.
except it isn't, the information article is one person's opinion and other people that have used the production device have said differently
Sadly the way journalism works today is one outlet does a ton of time-consuming, expensive digging. Then within minutes of posting, every other outlet copies the story
Edit: possibly $400USD/year from https://hunterwalk.com/2013/12/17/400-for-the-information-is...
That said, $40/month is a bit much. I'm paying less for the IDE that I'm using every single day. I doubt I'd be getting the same value out of that website.
[0]: http://www.kguttag.com/2016/12/06/magic-leap-when-reality-hi...
Was this ever really in doubt? You don't have to be a physicist or AR expert to note that throughout the video they occlude bright background colours with dark AR elements - somehow projecting 'black light'. Whilst I wouldn't expect the man on the street to pick this up it would be nice if journalists about to pen a breathless puff piece would at least give the subject matter 30 seconds of consideration.
It is obviously too high resolution and pixel perfect to be from a headset display though. So it didn't fool me, but I think the way it is presented could be quite misleading to folks without a 3D background.
EDIT: Later when Magic Leap did post videos that didn't use post production to create the effects, they put in a disclaimer that it was real: https://www.youtube.com/watch?v=kw0-JRa9n94 https://www.youtube.com/watch?v=iCVd9ZDPjXU
If by "game" they meant gaming potential employees and investors, then the assertion may well have been true.
https://www.glassdoor.com/Reviews/Magic-Leap-Reviews-E799754...
I don't think this necessarily means the company is a scam or anything like that but it seems a little...suspect at least to me if I was interviewing with them.
Curious if the community has an issue with it or not.
Many journalists and internet pundits suggest that Magic Leap's technology was obviously over-hyped. See for example the title of The Verge's article. Adding further evidence that it was too good to be true, they used faked videos to attract software developers, as you have pointed out.
So how is it that Google, Alibaba, and Andreessen Horowitz were convinced to hand over hundreds of millions of dollars each to this company? Was it fraud, over-promising on behalf of Magic Leap's founders, or could these huge VC firms not see what everyone else could see? Is it really that easy to secure a billion dollars in funding? The question as to "what's going on here" relates as much to the startup / VC community as it does to Magic Leap.
I don't think it really fooled anyone into working for them. Not so sure about investors.
So, either it's a scam, or, they legitimately plan to create a new industry which requires multiple years capital investment to get production off the ground.
Let that sink in. Is it a record for startup funding with no product or service released? I don't recall how far along Uber was when they passed that mark.
And what exit number do they need to be considered a success for the VCs?
http://www.stereoscopynews.com/hotnews/3d-technology/vr-ar/4...
http://www.businessinsider.com/magic-leap-production-begins-...
>I presume they're going for something similar to what I'm building in one of the implementations, using switching polarisation-sensitive lenses in a stack.
The other thing they mentioned and which is feasible immediately is using a liquid lens, if the input is small.
This would be used for 45 degree combiner but too small for a waveguide exit or for Oculus size lenses.
---
>Building a single FSD isn't difficult.
Building a single FSD with wide deflection (more pixels) and fast oscillation (more frames and made necessary to counteract the wider deflection) is considerably more difficult.
Building an FSD with the previous attributes an removing jitter/ distortion is more difficult.
Doing all the previous for an assembled array to line up perfectly is more difficult again.
Finally doing an array, particularly a 2D array at scale, and expecting a significant amount of them to actually work is crazy.
The FSD improvements FredzL points to are at odds with each other.
An FSD array can either use to each unit to create a different focus plane/ view or add extra pixels to the 2D resolution for any one instant of time.
One of the University of Washington papers does hint at alternative though.
In the paper it shows a fibre array (line) being placed in a thick block for better alignment.
This would prevent the fibres being vibrated to create the image.
Instead, on a single line, of a different paper they mention trying acousto-optic modulators.
Dennis Smalley had a good paper on the subject, in which ultrasonic waves travelling through a class of materials will locally change the refractive index.
Light bends by different amounts in different refractive indices, thereby allowing the possibility of image formation.
Solid-state scanning arrays or even multiple beams on a MEMS mirror are probably better than FSDs.
They might be able to use FSD, I don't think it's a good idea.
Man this number doesn't look good in more than one way. Valuations aside, I'm guessing the cumulative dilution for everyone in the company is super high
Unfortunately Hololens FOV is more like 30×20°. Other AR players are mostly in the same ballpark at the moment. The good thing is that this gives very high pixel density. The other thing is that you don't see the edges unless the 3D render is cut off, so it may not feel as tunnelled as in VR.
I don't even remember the last time I saw a story on HN about Oculus, or Vive, or whatever the Sony Playstation VR product is called, nor about the Hololens. But the Magic Leap stories are popping up like mushrooms.
These things often come in clusters, though we usually penalize posts that are from a string of copycat or follow-up posts that don't add new information. I have the impression that this one does, though, albeit cribbed from a better source.
It is, in fact, called the Playstation VR.
I'd like it to be true, but it looks too good to be true.
All of Apple's most successful products were developed mainly rumour-free (and certainly hype-free) behind closed doors, popping suddenly into the world at WWDC or similar.
https://www.theinformation.com/reporters/reed-albergotti
It's investigative journalism, not gossip.
I want to be taken OUT of the real world to a virtual world.
Seems a dumb idea to be displaying stuff onto my living room.
Outside things, maybe that different - as Pokemon go has proven.
The "AR" is extremely limit and I strongly suspect most players turn it off, other than to get occasional brag/joke photos.
Wandering around the real world with it gamified on your mobile phone is augmented reality. You can turn off the camera, but not AR.
Here's a few clarifications that might change your thinking about funding announcements.
Google Ventures passed on Magic Leap. Google Capital passed on Magic Leap. Sergey was enamored so Google's own balance sheet provided most of the B round. Word is that A16Z put only $3MM in -- basically enough to get some info rights and not piss google off.
If you want to look on the web it's not hard to verify if you're willing to do more than just a google query. For example you can easily tell from the web sites of GV and GC that ML is not in either of their portfolios. I can't find any Form D for magic leap but you can see what some of their investors put in if you dredge some of those non-googleable-but-public databases.
They're a Theranos if you ask me.
Edit: ok, we changed it to language from the first sentence—often a source of lesser baitiness.
I'm not sure why the original title didn't suffice.
Better is: "Magic Leap is Further Behind than Previously Thought", but I don't know if it will fit.
Sites hunting clicks on both sides and we are providing it.