Olivier Mercier

Research Scientist - Display Systems Research
Reality Labs Research, Meta

oli.mercier@gmail.com
ACM Transactions on Graphics (TOG), 2024
David Tovar, James Wilmott, Xiuyun Wu, Daniel Martin, Michael Proulx, Dave Lindberg, Yang Zhao, Olivier Mercier, Phillip Guan
Outside of self-report surveys, there are no proven, reliable methods to quantify visual discomfort or visually induced motion sickness symptoms when using head-mounted displays. While valuable tools, self-report surveys suffer from potential biases and low sensitivity due to variability in how respondents may assess and report their experience. Consequently, extreme visual-vestibular conflicts are generally used to induce discomfort symptoms large enough to measure reliably with surveys (e.g., stationary participants riding virtual roller coasters). An emerging area of research is the prediction of discomfort survey results from physiological and behavioral markers. However, the signals derived from experimental paradigms that are explicitly designed to be uncomfortable may not generalize to more naturalistic experiences where comfort is prioritized. In this work we introduce a custom VR headset designed to introduce significant near-eye optical distortion (i.e., pupil swim) to induce visual discomfort during more typical VR experiences. We evaluate visual comfort in our headset while users play the popular VR title Job Simulator and show that eye-tracked dynamic distortion correction improves visual comfort in a multi-session, within-subjects user study. We additionally use representational similarity analysis to highlight changes in head and gaze behavior that are potentially more sensitive to visual discomfort than surveys.
SIGGRAPH 2024
Yuna Kwak, Eric Penner, Xuan Wang, Mohammad R. Saeedpour-Parizi, Olivier Mercier, Xiuyun Wu, T. Scott Murdison, Phillip Guan
Battery-constrained power consumption, compute limitations, and high frame rate requirements in head-mounted displays present unique challenges in the drive to present increasingly immersive and comfortable imagery in virtual reality. However, humans are not equally sensitive to all regions of the visual field, and perceptually-optimized rendering techniques are increasingly utilized to address these bottlenecks. Many of these techniques are gaze-contingent and often render reduced detail away from a user's fixation. Such techniques are dependent on spatio-temporally-accurate gaze tracking and can result in obvious visual artifacts when eye tracking is inaccurate. In this work we present a gaze-contingent rendering technique which only requires saccade detection, bypassing the need for highly-accurate eye tracking. In our first experiment, we show that visual acuity is reduced for several hundred milliseconds after a saccade. In our second experiment, we use these results to reduce the rendered image resolution after saccades in a controlled psychophysical setup, and find that observers cannot discriminate between saccade-contingent reduced-resolution rendering and full-resolution rendering. Finally, in our third experiment, we introduce a 90 pixels per degree headset and validate our saccade-contingent rendering method under typical VR viewing conditions.
SIGGRAPH 2023 Emerging Technologies
Yang Zhao, Dave Lindberg, Bruce Cleary, Olivier Mercier, Ryan Mcclelland, Eric Penner, Yu-Jen Lin, Julia Majors, Douglas Lanman
We develop a virtual reality (VR) head-mounted display (HMD) that achieves near retinal resolution with an angular pixel density up to 56 pixels per degree (PPD), supporting a wide range of eye accommodation from 0 to 4 diopter (i.e. infinity to 25 cm), and matching the dynamics of eye accommodation with at least 10 diopter/s peak velocity and 100 diopter/s2 acceleration. This system includes a high-resolution optical design, a mechanically actuated, eye-tracked varifocal display that follows the user’s vergence point, and a closed-loop display distortion rendering pipeline that ensures VR content remains correct in perspective despite the varying display magnification. To our knowledge, this work is the first VR HMD prototype that approaches retinal resolution and fully supports human eye accommodation in range and dynamics. We present this installation to exhibit the visual benefits of varifocal displays, particularly for high-resolution, near-field interaction tasks, such as reading text and working with 3D models in VR.
SIGGRAPH 2022
Phillip Guan, Olivier Mercier, Michael Shvartsman, Douglas Lanman
We present a virtual reality display system simulator that accurately reproduces gaze-contingent distortions created by any viewing optic. The simulator hardware supports rapid prototyping by presenting stereoscopic distortions on a high-speed television paired with shutter glasses, eliminating the need to fabricate physical optics. We further introduce light field portals as an efficient and general-purpose representation for VR optics, enabling real-time emulation using our simulator. This platform is used to conduct the first user study of perceptual requirements for eye-tracked optical distortion correction. Because our hardware platform facilitates consistent head and eye movements, it enables direct comparison of these requirements across observers, optical designs, and scene content. We conclude by introducing a simple binocular distortion metric, built using light field portals, which agrees with key trends identified in the user study and lays a foundation for the design of perceptually-based distortion metrics and correction schemes.
Journal of Computational Physics, 2021
Xi-Yuan Yin, Olivier Mercier, Badal Yadav, Kai Schneider, Jean-Christophe Nave
We propose an efficient semi-Lagrangian method for solving the two-dimensional incompressible Euler equations with high precision on a coarse grid. The new approach evolves the flow map using the gradientaugmented level set method (GALSM). Since the flow map can be decomposed into submaps (each over a finite time interval), the error can be controlled by choosing the remapping times appropriately. This leads to a numerical scheme that has exponential resolution in linear time. Error estimates are provided and conservation properties are analyzed. The computational efficiency and the high precision of the method are illustrated for a vortex merger and a four mode and a random flow. Comparisons with a Cauchy-Lagrangian method are also presented.
SIGGRAPH Asia 2020
Changwon Jang, Olivier Mercier, Kiseung Bang, Gang Li, Yang Zhao, Douglas Lanman
Holographic optical elements (HOEs) have a wide range of applications, including their emerging use in virtual and augmented reality displays, but their design and fabrication have remained largely limited to configurations using simple wavefronts. In this paper, we present a pipeline for the design, optimization, and fabrication of complex, customized HOEs that enhances their imaging performance and enables new applications. In particular, we propose an optimization method for grating vector fields that accounts for the unique selectivity properties of HOEs. We further show how our pipeline can be applied to two distinct HOE fabrication methods. The first uses a pair of freeform refractive elements to manufacture HOEs with high optical quality and precision. The second uses a holographic printer with two wavefront-modulating arms, enabling rapid prototyping. We propose a unified wavefront decomposition framework suitable for both fabrication approaches. To demonstrate the versatility of these methods, we fabricate and characterize a series of specialized HOEs, including an aspheric lens, a head-up display lens, a lens array, and, for the first time, a full-color caustic projection element.
SIAM Journal on Scientific Computing, 2020
Olivier Mercier, Xi-Yuan Yin, Jean-Christophe Nave
We present a new numerical method for transporting arbitrary sets in a velocity field. The method computes a deformation mapping of the domain and advects particular sets by function composition with the map. This also allows for the transport of multiple sets at low computational cost. Our strategy is to separate the computation of short time advection from the storage and representation of long time deformation maps, employing appropriate grid resolution for each of these two parts. We show through numerical experiments that the resulting algorithm is accurate and exhibits significant reductions in computational time over other methods. Results are presented in two and three dimensions, and accuracy and efficiency are studied.
Eurographics 2020
Olivier Mercier, Derek Nowrouzezahrai
We present a flexible model reduction method for simulating incompressible fluids. We derive a novel vector field basis composed of localized basis flows which have simple analytic forms and can be tiled on regular lattices, avoiding the use of complicated data structures or neighborhood queries. Local basis flow interactions can be precomputed and reused to simulate fluid dynamics on any simulation domain without additional overhead. We introduce heuristic simulation dynamics tailored to our basis and derived from a projection of the Navier-Stokes equations to produce physically plausible motion, exposing intuitive parameters to control energy distribution across scales. Our basis can adapt to curved simulation boundaries, can be coupled with dynamic obstacles, and offers simple adjustable trade-offs between speed and visual resolution.
Ph.D. Thesis, Université de Montréal, 2018
Olivier Mercier, supervised by Derek Nowrouzezahrai
In this thesis by publication, we present three papers where iterative algorithms play a major role in a simulation or rendering method. First, we propose a method to improve the visual quality of fluid simulations. By creating a high-resolution surface representation around an input fluid simulation, stabilized with iterative methods, we introduce additional details atop of the simulation. Second, we describe a method to compute fluid simulations using model reduction. We design a novel vector field basis to represent fluid velocity, creating a method specifically tailored to improve all iterative components of the simulation. Finally, we present an algorithm to compute high-quality images for multifocal displays in a virtual reality context. Displaying images on multiple display layers incurs significant additional costs, but we formulate the image decomposition problem so as to allow an efficient solution using a simple iterative algorithm.
SIGGRAPH Asia 2017 (ACM TOG)
Olivier Mercier, Yusufu Sulai, Kevin Mackenzie, Marina Zannoli, James Hillis, Derek Nowrouzezahrai, Douglas Lanman
We present an efficient algorithm for optimal scene decompositions on multifocal displays, incorporating insights from vision science. Our method is amenable to GPU implementations and achieves a three-orders-of-magnitude speedup over previous work. We further show that eye tracking can be used for adequate plane alignment with efficient image-based deformations, adjusting for both eye rotation and head movement relative to the display. We also build the first binocular multifocal testbed with integrated eye tracking and accommodation measurement, paving the way to establish practical eye tracking and rendering requirements for this promising class of display. Finally, we report preliminary results from a pilot user study utilizing our testbed, investigating the accommodation response of users to dynamic stimuli presented under optimal decomposition.
SIGGRAPH Asia 2015 (ACM TOG)
Olivier Mercier, Cynthia Beauchemin, Nils Thuerey, Theodore Kim, Derek Nowrouzezahrai
We present a method to increase the apparent resolution of particle-based liquid simulations. Our method first outputs a dense, temporally coherent, regularized point set from a coarse particle-based liquid simulation. We then apply a surface-only Lagrangian wave simulation to this high-resolution point set. We develop novel methods for seeding and simulating waves over surface points, and use them to generate high-resolution details. We avoid error-prone surface mesh processing, and robustly propagate waves without the need for explicit connectivity information. Our seeding strategy combines a robust curvature evaluation with multiple bands of seeding oscillators, injects waves with arbitrarily fine-scale structures, and properly handles obstacle boundaries. We generate detailed fluid surfaces from coarse simulations as an independent post-process that can be applied to most particle-based fluid solvers.
Master's Thesis, McGill University, 2013
Olivier Mercier, supervised by Jean-Christophe Nave
In many cases, the simulation of a physical system requires to track the evolution of a set. This set can be a piece of cloth in the wind, the boundary between a body of water and air, or even a fire front burning through a forest. From a numerical point of view, transporting such sets can be difficult, and algorithms to achieve this task more efficiently and with more accuracy are always in demand. In this thesis, we present various methods to track sets in a given vector field. We also apply those techniques to various physical systems where the vector field is coupled to the advected set in a non-linear way.
2022
I built an electronic chessboard to play on Lichess.
Tutorial, 2015
Starting with individual frames of a particle fluid simulation generated by an external source, we import the points into Houdini 13 Apprentice (free), create a mesh around the points, and export the mesh. All frames are processed automatically. We show how to customize the import and export nodes to adapt it to any readable and writable format.
University Of Montreal, 2015
A coding event aimed at CEGEP students (16-19 years old) in a computer science (or related) program. The participants had two days to recreate level 1-1 of the original Super Mario Bros. using the provided starting code and graphic resources. All was done using the Processing framework. I was one of the two people in charge of creating the code base. I was also in charge of writting the instructions, building the website, and supervising the students during the event. This project has been reused in following hackathons at DIRO.
Shadertoy Competition, SIGGRAPH 2015
My entry for the Shadertoy competition at SIGGRAPH 2015, created in about two weeks of free time. See the link to the Shadertoy page and a video of a presentation I gave on this project.
Course Project, 2014
This project is based on the paper Matrix Row-Column Sampling for the Many-Light Problem [Hasan et al. 2007]. The paper shows a way of approximating the contributions of many lights (e.g. 100,000 lights) by using a sampling approach to cluster the lights.
Course Project, 2013
Caustics are a key ingredient to produce believable refractive fluid simulations. However, their complex nature makes them very costly to evaluate accurately. For this reason, caustics are often omitted in real-time applications. In this paper, we present a novel method for creating caustics using the eikonal equation. We focus mainly on underwater caustics created by a water interface represented by a height field, with emphasis on interactive frame rates.