Showing posts with label Gaussian splatting. Show all posts
Showing posts with label Gaussian splatting. Show all posts

Friday, September 12, 2025

Building the Holosuite: The Science and Technology Behind Real Immersive Worlds

 

what a real holosuite actually is (today)

It’s not one magic display. It’s an integrated stack:

  1. Visual immersion

    • Near-eye headsets for now (e.g., retina-class, eye-tracked, low-latency MR/VR) and, later, room-scale light-field/holographic walls.

    • Key problems to beat: latency (<20 ms motion-to-photon) and vergence–accommodation conflict (VAC) (the eye focuses at a fixed screen but converges at virtual depths). Apple Vision Pro shows the state of high-end near-eye displays & spatial audio; VAC reduction requires true light-field/holographic displays or varifocal systems. ScienceDirect+4PMC+4ScienceDirect+4

    • Group-viewable light-field panels already exist (dozens of views, no glasses) and can tile into walls. lookingglassfactory.com

  2. Locomotion

    • Omnidirectional floors let you walk “anywhere” in a small room; Disney’s HoloTile demoed a multi-user version (research stage). YouTube+1

  3. Touch / haptics

    • Mid-air ultrasound haptics focuses acoustic pressure to your skin (contactless buttons, shapes, gusts). Mature research & products exist; acoustic phased arrays can even levitate/steer tiny objects (“acoustic holograms”). Bruce Drinkwater+4ResearchGate+4support.ultraleap.com+4

    • Complement with body-worn haptics/exosleeves for force & weight illusions (commercial gear exists), plus fans/heat/cold for environmental cues.

  4. Spatial audio

    • High-order ambisonics or beamformed arrays + personalized HRTFs for believable distance/elevation; Vision Pro-style audio ray tracing shows state of the art. Apple

  5. Scent & atmosphere

    • Controlled micro-dosing scent emitters; wind, temperature, humidity for presence.

  6. World capture & rendering

    • 3D Gaussian Splatting has become the “JPEG moment for spatial computing”: fast, photoreal scene capture & realtime render from videos/phones—ideal for rapidly populating holosuite worlds. (NeRF successor; real-time with high fidelity.) The Verge+3arXiv+3repo-sam.inria.fr+3

  7. AI actors & simulation

    • On-device/edge LLMs + behavior trees for NPCs; physics for objects; safety guardian.


the core math you’ll actually use

1) display & optics (light-field / holography)

  • Light-field sampling (spatio-angular Nyquist): to avoid aliasing, sample spatial pitch Δx\Delta x and angular pitch Δθ\Delta \theta so that scene spatial frequency fxf_x and disparity remain under Nyquist. Practical rule: pixels per degree (PPD) ≥ 60 and views ≥ 32–100 for multi-viewer walls; otherwise VAC & swim occur. (Sampling analyses from diffraction/light-field literature.) MDPI+1

  • Holography (Fourier optics): fringe spacing dλ2sin(θ/2)d \approx \frac{\lambda}{2\sin(\theta/2)}. To steer angle θ\theta, SLM pixel pitch pp bounds max angle: θmaxsin1 ⁣(λp)\theta_{\max} \approx \sin^{-1}\!\left(\frac{\lambda}{p}\right).

  • VAC mitigation target: provide true focus cues; varifocal: dynamically set focal distance f(t)f(t) to vergence depth; light-field/holography: render correct wavefront for accommodation at depth zz. VAC is what makes long sessions uncomfortable. PMC+1

  • Latency budget: motion-to-photon <20ms< 20\,\mathrm{ms} (preferably < 12 ms) to avoid motion sickness:

    ttotal=thead track+trender+tscanout+tdisplayt_{\mathrm{total}} = t_{\mathrm{head\ track}} + t_{\mathrm{render}} + t_{\mathrm{scanout}} + t_{\mathrm{display}}

2) locomotion (omni floor)

  • Control: closed-loop body tracking yields desired floor velocity vf\mathbf{v}_f keeping user near room center while making world-space motion vw\mathbf{v}_w feel natural. Basic law:

    vf=G(puser)vw,\mathbf{v}_f = G\left(\mathbf{p}_\text{user}\right) - \mathbf{v}_w,

    with stability via PID/LQR on user position. (Disney HoloTile proves feasibility.) YouTube

3) mid-air haptics (ultrasound)

  • Acoustic radiation pressure at a focal point (simplified):

    F2αIc,F \propto \frac{2\alpha I}{c},

    where II is intensity, cc sound speed, α\alpha depends on medium/skin. A phased array solves per-transducer phase/amplitude to maximize focal pressure subject to safety. (Ultraleap describes the control-point solver.) support.ultraleap.com

  • Levitation / “acoustic holograms”: optimize array phases ϕi\phi_i so the superposed field yields target pressure nodes; Bristol’s work shows single-sided levitation and manipulation. University of Bristol

4) spatial audio

  • Ambisonics order NN sets spatial resolution; channel count (N+1)2(N+1)^2. Real-time binaural rendering uses listener pose to rotate the soundfield; time-of-flight & occlusion from geometry yield audio ray tracing.

5) real-time world capture

  • 3D Gaussian Splatting objective (very high level): fit Gaussian set {Gk(μk,Σk,ck)}\{ \mathcal{G}_k(\mu_k,\Sigma_k,\mathbf{c}_k) \} to minimize photometric error across views while enforcing visibility; rendering is alpha-composited splats sorted by depth. It trains in minutes and renders at 60–200 FPS on a good GPU. arXiv+1


reference architecture (modular holosuite)

Room shell (6–8 m² min):

  • Acoustic treatment, blackout, HVAC, power & thermal headroom (~1–2 kW per user for GPUs/displays/actuators).

Sensing:

  • Ceiling/floor depth cams + IMUs (inside-out tracking), eye tracking (for foveated rendering), SLAM.

Visual layer (choose path):

  • Path A (near-term): high-end MR/VR headsets (e.g., Vision Pro class) for each user + projection surfaces for peripheral ambience. PMC

  • Path B (mid-term): tileable light-field panels (e.g., Looking Glass-style) for group no-glasses 3D; add smaller near-eye for close-up tasks. lookingglassfactory.com

Locomotion:

  • Omni floor (HoloTile-like) with center-hold control; fall-prevention & emergency stop. YouTube

Haptics:

  • Ultrasound arrays at waist/desk height + ceiling for touch cues; wearable vibro/force bands for sustained forces. ResearchGate

Audio & atmosphere:

  • Beamformed speaker arrays + sub; scent/wind/heat modules.

Compute:

  • Multi-GPU server (path tracing + Gaussian splats), <12 ms pipeline; real-time physics & AI agents.

Content:

  • Library of Gaussian-splat scenes; photogrammetry; procedural worlds; AI-driven NPCs. arXiv+1


build it in phases (pragmatic roadmap)

Phase 1 — Foundational “room-VR lab” (1–2 months)

  • Headsets + tracking; spatial audio; fan/heat modules; <20 ms motion-to-photon target. Capture a few spaces with 3D Gaussian Splatting to experience instant photoreal worlds. arXiv+1

Phase 2 — Atmosphere & haptics (2–4 months)

  • Add mid-air ultrasound haptics unit for touchable mid-air buttons/textures; integrate with engine events. support.ultraleap.com

Phase 3 — Locomotion (research/procurement)

  • Integrate an omnidirectional floor (or a lower-cost treadmill proxy) with safety rails & E-stop; tune controller to keep user centered while world motion feels natural. (Study HoloTile principles & demos.) YouTube

Phase 4 — Group view walls (pilot)

  • Install light-field panels for “helmet-off” scenes and spectators; sync with headset users so everyone shares one world. lookingglassfactory.com

Phase 5 — Reduce VAC / increase comfort (ongoing)

  • Experiment with varifocal optics or near-eye holography research techniques to lessen VAC symptoms for long sessions. ScienceDirect+1

Phase 6 — Content pipeline

  • Standardize capture via phone rigs or drones → Gaussian splats (minutes to train) → live in holosuite; mix with physically-based rendering & AI NPCs. arXiv+1

Safety & policy

  • Enforce exposure limits (lasers/IR, ultrasound SPL, scent allergens), fall protection, emergency lighting, and accessibility.


performance targets (rules of thumb)

  • Visual: PPD ≥ 35 (min), aim 60+; FOV ≥ 100°; MTP latency ≤ 20 ms; effective multi-view count ≥ 50 for walls.

  • Audio: localization error < 5°; RT60 < 300 ms (treated room).

  • Haptics: focal refresh ≥ 200 Hz; safe skin exposure; perceptible pressure peaks ~100–300 mN on fingertips (device-specific). ResearchGate

  • Locomotion: center error < 0.5 m; braking < 300 ms; fall-probability minimized via predictive control.

  • Render: 90–120 FPS per user eye; Gaussian-splat scenes 100–200 FPS on modern GPUs. arXiv


how it “feels” together

  • Your eyes see correct parallax, occlusions, and (in time) focus cues.

  • Your ears hear sound rays bounce realistically from virtual geometry.

  • Your skin feels air, heat, and mid-air tactile points.

  • Your feet keep walking “through” worlds while staying in one room.

  • Your brain gets the right multisensory correlations at low latency—this is presence.


good research threads to follow

  • Mid-air ultrasound haptics (surveys & tech notes). ResearchGate+1

  • Acoustic levitation & “acoustic holograms.” University of Bristol+1

  • VAC: why VR makes some people ill & how light-fields help. PMC+1

  • Light-field/holographic sampling & diffraction constraints. MDPI+1

  • Vision Pro specs & spatial audio cues (today’s high end). Apple

  • Omnidirectional floors (Disney HoloTile demos). YouTube

  • Gaussian splatting for instant 3D worlds. arXiv+2repo-sam.inria.fr+2


bottom line

A holosuite isn’t a single breakthrough; it’s an orchestra of displays, acoustics, haptics, locomotion, capture, and AI—played with ruthless attention to latency, focus cues, and multisensory alignment. Nearly every subsystem is here now in some form; stitching them into a safe, reliable, multi-user room is the engineering art.

If you want, I can package this into a neat project brief (with a bill-of-materials per phase) or a pitch deck for funding a holosuite pilot.