Hello. My name is Bob Burrough and this is a demonstration of project Erasmus. Project Erasmus is an implementation of a user interface that takes environmental lighting from the environment that the
device is in and it renders that lighting in a scene in the software, so
that you can light, shade, and reflect the environment on the user interface in the
device. So what you’re seeing here is a settings screen which is just a very simple little demo application to show how this works, but if I move the device around then what you will see is the elements
in the user interface react to the lighting of the room that we’re in. So right now I’m in my son’s room and there’s a light immediately behind us
and you can see shading and specular highlights reflected on the elements in
the screen, which is actually a really impressive effect. It actually looks like
the user interface elements are physical objects that reside just
beneath the surface of the screen and like you could reach in and touch them.
So the way it works is the the Ollo clip at the top, that’s a fisheye lens,
it captures a wide-angle shot of the environment and the software projects
that as an environment map into a scene which we then use to construct lighting
and reflections in order to light and reflect on the user interface elements
in the device. So what I’m going to do is move into a darkened environment and
let’s watch and see how the how it reacts. It went away immediately when I
walked away because I walked into shadow. So let’s see
if we can do that again. So like if I move such that the device
falls into shadow it does what you would expect. Since the device is in shadow the
UI is in shadow too, so there are no lighting effects while the device is in shadow as soon as you come out, boom. Now you get lighting on the user interface and it reacts how you would expect if this was a real
physical thing in your hand. Anyway, let’s go back into the darkened environment.
The thing that note in the darkened environment is that there are no
lighting effects whatsoever. If this is how you wanted it to work. That’s totally
up to the user interface designer if they basically want it to be this flat
implementation while there’s no light, but you don’t have to do it that way you
could do other very interesting things like render a backlight behind these
elements just like it would on a MacBook Pro keyboard in a low-light environment.
Which that’s something that I’ll be doing eventually but what I’ll do is I
will I’m gonna move into another differently lit environment and this is
actually quite a bit brighter scene than we had any other room, but you can see as the light in the environment changes then the lighting on the user interface
changes. It takes on the shadows from the environment that you’re in
and again the specular highlights from the lighting in your room and if we move
around the shadows change, the specular highlights come from the other direction
because that’s what you would expect it to do in real life. And that’s project Erasmus.