AV Magazine
Never mind photorealism and optical fidelity in
visualisation technology. FovoRender aims to overcome the limitations of linear
perspective itself.
article here
We hear a lot about ‘photorealism’ and ‘optical fidelity’ in cameras and 3D graphics engines – but what if they are not in fact perfectly representing the world as we see it?
Proof of this lies in the fact that artists have hardly ever
used accurate linear perspective to create pictures of 3D space, despite being
trained rigorously in the method for centuries.
Why? Because other than in a few very special cases, linear
perspective geometry simply cannot reproduce the kind of wide and deep visual
space that we naturally experience.
It’s a problem that a tech start-up spun out of Cardiff
Metropolitan University set out to tackle. In doing so Fovotec claims to have
developed a visualisation technology that will make it significantly easier for
computer systems to replicate how we see objects, and even revolutionise how we
interact with everything, from the metaverse to architectural design and
gaming.
Replicating vision
“The problem came to me twelve years ago when I tried to draw what I could
see,” explains Robert Pepperell, co-founder of Fovotec and professor at the
Cardiff School of Art and Design. “It seems straightforward. I’ve been an
artist since I was a kid, I’ve taught in art schools, and kind of thought I
knew what I was doing. But when I really started to think about it, I realised
I couldn’t get everything I could see on to a rectangular sheet of paper.
“Even though I’ve been drawing all my life there were lots
of things going on in my visual experience that simply weren’t being recorded
when I made a drawing. That made me aware of the same issue in photography and
film – anywhere where you make an image that represents the visual world you
are compromising by making a choice about what you see, and what you don’t
see.”
It dawned on Pepperell that something in human vision that
is fundamental to the way we interact with the world was not being recorded in
any of the images we make about those experiences.
“We can see our own bodies, our own nose, the frames of our
glasses, in the periphery of vision that we don’t normally record. Then there’s
the volume of space, this feeling that you are in the world and that it has a
deep dimension to it. You tend not to get either from photographs or drawings.
Everything is flattened out.”
It preoccupied Pepperell as an interesting art project – how far can you go with a piece of paper and pencil in recording those extra dimensions of the visual experience?
Other artists have grappled with the conundrum. It’s been
examined by philosophers and scientific inquiry, but no-one had come up with a
practical solution.
Pepperell set himself the task and it was at this point that
creative technologist Alistair Burleigh, senior research Fellow, Cardiff
Metropolitan University comes into the picture.
On graduation from Bristol University, he had set up projection mapping firm 3DWrap, an expertise that he says proved very important when trying to map visual space.
“To date, there’s never been a really powerful fundamental
solution to this problem,” says Burleigh. “We think we’re the first to deliver
that solution. Doing that meant understanding how the brain processes and
interprets images and objects.
“We started looking at this as a more technical problem
around media in general. How can you make media emulate these additional
aspects of human vision that it doesn’t normally capture?”
The pair undertook several years of lab experiments with
people, with different cameras, surfaces and light to prove firstly that there
is indeed more in our visual field than was being represented in conventional
imaging media. Then they begin to manipulate images computationally in
software.
They asked why does modern art – including all photography and all film – not capture the full reality of human vision? Because everything uses linear perspective.
“Every stills camera, every cinema camera, every 3D engine
uses linear perspective as the core geometry,” says Pepperell. “Linear
perspective is not flexible enough or dynamic enough to capture the way people
really see.”
The clue is in the name. Linear perspective is, by
definition, linear. But we have known since at least the 17th century that
human vision is non-linear.
“Whether you are aware of it or not, the world you actually
see is really quite curvy (a consequence of several things, including the
physical shape of the eyeball). It was by doing hundreds of experiments in our
lab, and exploring art history and the history of vision science, that we
gradually worked out the basic structure of visual space.
“But then we found out something even more interesting. When we make images based on this complex geometrical structure – which we call ‘natural perspective’ because it’s based on natural human vision – people tend to say that they look deeper, more immersive and more real than images created using linear perspective.”
It’s not as if linear perspective is broken. “Linear is a
very elegant method of turning 3D space into a 2D image – the maths is simple –
and it’s incredibly effective at what it does.
The problem is that it’s very, very limited. It does certain
things brilliantly but there’s a lot it does badly or not at all.”
Most standard scene visualisations, for example, show only
30 per cent of our actual field of view. “There’s a whole mass of volume around
that space you are not recording. There are inherent distortions in the image
(a sphere, for example, will always be flattened on a 2D surface). If you try
to record more of the image, the distortions will accentuate.”
Visual artists and cinematographers have long learned to
counter this by, say, moving the camera back to get more content into the shot.
That’s not always a practical option. You could make the camera’s field of view
wider with a wider angle lens – “but you hit the inherent limits of linear
perspective to the point where it becomes unusable as an image,” says
Pepperell. “You’ve got a lot more space but not the kind of space you can
relate to as a human being. That’s not how we see the world.”
Other tricks include using a Fisheye lens, useful for some
scenes but rarely for a whole film, and hardly ever for a product visualisation
where extreme realism is required.
Use in AV visualisation
FovoRender is the outcome of their work. Fovo (Field of View Opened) is a
computer graphics process that implements natural perspective in 3D renderers.
Fovotec is licensing it to 3D artists and users in visualisation industries to
create stills and animations, and taking their feedback to iterate development.
“It’s a very new concept to many people so our main goal is
to raise awareness. Sometimes they are surprised about the whole idea, mostly
they are aware of the issue but didn’t think there was anything that could be
done about it.
“We want to free the consumers of 3D content from the narrow
letterbox viewports that linear perspective renderers currently impose on
virtual worlds.”
Virtually every visualisation for architectural, retail,
automotive or product design is done with linear perspective so this is a prime
market.
“Visualisation artists are really receptive,” says
Pepperell. “For example, automotive designers and marketers or architects often
want to illustrate quite cramped spaces and want a bigger field of view without
stretching the image.”
Creative studio, Lightfield London has used FovoRender to
create more immersive architectural renders with higher visual impact and
increased immersion. The R&D project Lightfield built with Fovotec was
designed to mimic the “worst case scenarios” the studio faces when trying to
visualise virtual spaces most effectively, such as when shooting large atriums
and lobbies for a single shot.
For example, in standard Unreal the only way to render the
full extent of a large atrium realistically is to manually pan or dolly the
camera using a tight-angle camera setting, or to place the camera far outside
the building and clip geometry, which is very time consuming.
With FovoRender’s enhanced wide field of views those
techniques are no longer required and more space can fit more naturally into
the same screen areas even in one shot with far less camera movement, and with
less setup effort.
“FovoRender can potentially be effective enough for still
images to replace the need for some walkthroughs/stills,” says Robin Smith, 3D
Artist at Lightfield.
Evolution of imaging
While Fovotec is talking with Epic Games, the maker of Unreal Engine, and also
works with Unity, its approach fundamentally conflicts with all 3D engines.
“The things we do are deviating from linear perspective and rendering
engines don’t like that,” says Burleigh. “To get FovoRender to scale, which
means for it to be used on any imaging device, we need to get to the GPU level
and optimise the hardware processes. That is the longer term goal. Everyone
watching movies or playing games should be able to receive the benefit of this
underlying new form of geometry.”
The software can also be applied to digital photographic
media although depth information is crucial. “You can do things with flat
content but it’s not as powerful unless you’ve got depth,” Burleigh says. “Even
smart phones have depth capture of some kind and in future we will see much
more volumetric media generated by Lidar or lightfield systems.”
The team says its work is part of a wider development in
imaging which will evolve into dynamic interaction via head tracking, voice
command or gesture.
“Our experience of watching a movie or a game in future
won’t be on a flat, static screen but will encompass a more volumetric
experience with images that interact with our behaviour. We see Fovotec as part
of the evolution of viewing methods bringing greater realism into the way
images are captured, processed and displayed.”
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