Near-eye light field display: Difference between revisions
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[[File:LFS images.jpg|thumb|Figure 3. Images with front and rear focus produced by the light field stereoscope (Image: Huang et al., 2015)]] | [[File:LFS images.jpg|thumb|Figure 3. Images with front and rear focus produced by the light field stereoscope (Image: Huang et al., 2015)]] | ||
A '''Near-eye lightfield display''' (NELFD) is a type of [[Near-eye display]] (NED), often implemented in a [[Head-mounted display]] (HMD), designed to reproduce a [[lightfield]] | A '''Near-eye lightfield display''' (NELFD) is a type of [[Near-eye display]] (NED), often implemented in a [[Head-mounted display]] (HMD), designed to reproduce a [[lightfield]], the complete set of light rays filling a region of space, rather than just a single flat [[image]] for the viewer. The concept of the light field, representing light rays at every point traveling in every direction (often described as a 4D function), emerged in computer graphics and vision research in the 1990s.<ref name="LightFieldForum2013">[Refocus your Eyes: Nvidia presents Near-Eye Light Field Display Prototype | LightField Forum](http://lightfield-forum.com/2013/07/refocus-your-eyes-nvidia-presents-near-eye-light-field-display-prototype/)</ref> Unlike conventional displays which typically emit light [[Isotropy|isotropically]] from each pixel location on a fixed plane, a light field display aims to "support the control of tightly-clustered bundles of light rays, modulating radiance as a function of position and direction across its surface."<ref name="Lanman2013">Lanman, D., & Luebke, D. (2013). Near-eye light field displays. ''ACM Transactions on Graphics (TOG)'', 32(4), Article 138. Presented at SIGGRAPH 2013. [https://research.nvidia.com/sites/default/files/pubs/2013-11_Near-Eye-Light-Field/NVIDIA-NELD.pdf PDF Link]</ref> | ||
By emitting light rays with potentially correct spatial | By emitting light rays with potentially correct spatial and angular distribution, a NELFD allows the viewer’s [[eye]]s to engage natural [[Vergence|vergence]] and [[Accommodation (visual)|accommodation]] (focusing) responses simultaneously. This capability aims to resolve the [[vergence-accommodation conflict]] (VAC), a common source of visual discomfort (including [[visual fatigue]], eye strain, and headaches) in conventional [[stereoscopic]] displays used in [[virtual reality]] (VR) and [[augmented reality]] (AR).<ref name="Hoffman2008">Hoffman, D. M., Girshick, A. R., Akeley, K., & Banks, M. S. (2008). Vergence–accommodation conflicts hinder visual performance and cause visual fatigue. ''Journal of Vision'', 8(3), 33. doi:10.1167/8.3.33</ref><ref name="StanfordVid2015">Stanford Computational Imaging Lab (2015). The Light Field Stereoscope - SIGGGRAPH 2015 [Video]. Retrieved from https://www.youtube.com/watch?v=YJdMPUF8cDM</ref> Resolving the VAC can lead to potentially sharper, more comfortable, and more realistic three-dimensional visual experiences, especially during extended use. As Huang et al. (2015) noted, “correct or nearly correct focus cues significantly improve stereoscopic correspondence matching, 3D shape perception becomes more veridical, and people can discriminate different depths better.”<ref name="Huang2015">Huang, F. C., Wetzstein, G., Barsky, B. A., & Heide, F. (2015). The light field stereoscope: immersive computer graphics via factored near-eye light field displays with focus cues. ''ACM Transactions on Graphics (TOG)'', 34(4), Article 60. Presented at SIGGRAPH 2015.</ref> | ||
Near-eye displays confront the fundamental problem that the unaided human eye cannot easily accommodate (focus) on display panels placed in very close proximity.<ref name="Lanman2013"/> Conventional NEDs typically use magnifying optics to create a virtual image appearing further away, but these optics can add bulk and weight.<ref name="TI_NED_WP">Bhakta, V.R., Richuso, J. and Jain, A. (2014). DLP ® Technology for Near Eye Display. Texas Instruments White Paper DLPA051. Retrieved from http://www.ti.com/lit/wp/dlpa051/dlpa051.pdf</ref> Light field approaches offer an alternative path to achieving comfortable viewing, potentially in thinner and lighter form factors. | Near-eye displays confront the fundamental problem that the unaided human eye cannot easily accommodate (focus) on display panels placed in very close proximity.<ref name="Lanman2013"/> Conventional NEDs typically use magnifying optics to create a virtual image appearing further away, but these optics can add bulk and weight.<ref name="TI_NED_WP">Bhakta, V.R., Richuso, J. and Jain, A. (2014). DLP ® Technology for Near Eye Display. Texas Instruments White Paper DLPA051. Retrieved from http://www.ti.com/lit/wp/dlpa051/dlpa051.pdf</ref> Light field approaches offer an alternative path to achieving comfortable viewing, potentially in thinner and lighter form factors. | ||
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==Current Status and Future Outlook== | ==Current Status and Future Outlook== | ||
Near-eye lightfield displays remain predominantly in the research and development phase, although specific implementations like multi-plane displays (e.g., Magic Leap) and varifocal displays (explored heavily in research like Half-Dome and potentially entering niche products) represent steps in this direction. The significant challenges outlined | Near-eye lightfield displays remain predominantly in the research and development phase, although specific implementations like multi-plane displays (e.g., Magic Leap) and varifocal displays (explored heavily in research like Half-Dome and potentially entering niche products) represent steps in this direction. The significant challenges outlined above, particularly the complex trade-offs between resolution, computational power, field of view, and form factor, have prevented widespread adoption in mainstream consumer HMDs thus far. | ||
Ongoing research and development efforts focus on: | Ongoing research and development efforts focus on: |