MIT ‘Holosuite’ Project – An Exploration into Interactive Holographic Telepresence

Holosuite is an optimized, multi-threaded implementation of end-to-end 3D telepresence operating on two remote PCs via internet. It can render visual output to holographic displays, as well as advanced 3D displays with motion parallax reprojection.

There is a temptation to label Holosuite as “3D Skype” or “3D Videoconferencing”, but this fails to distinguish what is important about Holosuite, as it neglects the collaborative and interactive aspects of Holosuite.

The Holosuite software project merges two 3D worlds seamlessly, so as to simulate the usage where two distant people are merely separated by a metaphorical window.  Seamless merging of two 3D environments means that the users are able to share 3D models and data between each others’ worlds as if they were both present in the real world, with the virtual 3D models positioned between the users.

Imagine, for example, two people sitting on opposite sides of a table, with a model placed in the middle of the table.  In this scenario, both users can see and talk about the model together; they can also pick up the model, look underneath the model, rotate it and point to parts of the model.  They may also be able to build the model together, by placing material on the model, or removing material, while picking up visual cues from the opposite user’s body language.  The Holosuite software project aims to implement this type of experience for two people who are physically separated by a large distance, whilst taking advantage of the visual aesthetic afforded by holographic or advanced 3D displays.

Holosuite is a project that, perhaps opportunistically, aims to take advantage of these recent advancements in technology to implement and prove beyond concept an interactive holographic telepresence application.  It is the realization of an idea that has its roots in the fiction and the science surrounding the field of holography.  Although interest in holography has waned since the days of Steve Benton, there still exists something in the zeitgeist which permeates the collective imagination—the idea of interacting across long distances with others in a realistic and immersive way that is compelling.

Although the aim for this thesis is to research the applications of digital holographic video displays, we are also interested in developing an application that fosters real-world interaction and provides an engaging experience.  After all, the promise of holography is that we can create a visual experience that rivals that of the real world experience. In this capacity, we’ve established some guiding principles on how to best make use of the affordances of holographic display technology to develop interactive 3D telepresence.

 

Credit:

Ermal Dreshaj & 

Thesis Supervisor

  1. Michael Bove, Jr.

Principal Research Scientist

MIT Media Lab