Focal surface display: Difference between revisions
Appearance
Xinreality (talk | contribs) No edit summary |
RealEditor (talk | contribs) formatting and link |
||
| (One intermediate revision by one other user not shown) | |||
| Line 1: | Line 1: | ||
[[File:Focal surface display prototype.png|thumb|Figure 1. Focus surface display prototype. (Image: Matsuda ''et al''., 2017)]] | [[File:Focal surface display prototype.png|thumb|Figure 1. Focus surface display prototype. (Image: Matsuda ''et al''., 2017)]] | ||
[[File:Focal surface display spatial light modulator.png|thumb|Figure 2. In a focal surface display, a spatial light simulator is placed between the screen and eyepiece of a VR headset. (Image: roadtovr.com)]] | [[File:Focal surface display spatial light modulator.png|thumb|Figure 2. In a focal surface display, a spatial light simulator is placed between the screen and eyepiece of a VR headset. (Image: roadtovr.com)]] | ||
| Line 9: | Line 8: | ||
While modern VR experiences are superior to what they were just a few years ago, the Oculus focal surface display addresses a perceptual limitation of current HMDs: not being able to display scene content at correct focal depths. These HMDs have a fixed-focus accommodation determined by the headset’s eyepiece focal length. Although they give the illusion of depth from the stereo images, the images are essentially flat, at a fixed perceived distance from the face and with a focus selected by the software instead of the eyes. Scene content with a virtual distance from the viewer different than the fixed focal distance of the headset’s screen will lead to a [[vergence-accommodation conflict]] - arising from binocular disparity cues (vergence) in conflict with focus cues (accommodation). The vergence-accommodation conflict prevents the VR content scenes from appearing sharply in focus and may contribute to user’s fatigue and discomfort. <ref name=”2”>Comp Photo Lab. Focal surface displays. Retrieved from http://compphotolab.northwestern.edu/project/focal-surface-displays/</ref> <ref name=”3”>Miller, P. (2017). Oculus Research's focal surface display could make VR much more comfortable for our eyeballs. Retrieved from https://www.theverge.com/circuitbreaker/2017/5/19/15667172/oculus-research-focal-surface-display-vr-comfort-eye-tracking</ref> <ref name=”4”>Coppock, M. (2017). Oculus developing ‘focal surface display’ for better VR image clarity. Retrieved from https://www.digitaltrends.com/computing/oculus-working-on-focal-surface-display-technology-for-improved-visual-clarity</ref> | While modern VR experiences are superior to what they were just a few years ago, the Oculus focal surface display addresses a perceptual limitation of current HMDs: not being able to display scene content at correct focal depths. These HMDs have a fixed-focus accommodation determined by the headset’s eyepiece focal length. Although they give the illusion of depth from the stereo images, the images are essentially flat, at a fixed perceived distance from the face and with a focus selected by the software instead of the eyes. Scene content with a virtual distance from the viewer different than the fixed focal distance of the headset’s screen will lead to a [[vergence-accommodation conflict]] - arising from binocular disparity cues (vergence) in conflict with focus cues (accommodation). The vergence-accommodation conflict prevents the VR content scenes from appearing sharply in focus and may contribute to user’s fatigue and discomfort. <ref name=”2”>Comp Photo Lab. Focal surface displays. Retrieved from http://compphotolab.northwestern.edu/project/focal-surface-displays/</ref> <ref name=”3”>Miller, P. (2017). Oculus Research's focal surface display could make VR much more comfortable for our eyeballs. Retrieved from https://www.theverge.com/circuitbreaker/2017/5/19/15667172/oculus-research-focal-surface-display-vr-comfort-eye-tracking</ref> <ref name=”4”>Coppock, M. (2017). Oculus developing ‘focal surface display’ for better VR image clarity. Retrieved from https://www.digitaltrends.com/computing/oculus-working-on-focal-surface-display-technology-for-improved-visual-clarity</ref> | ||
According to Oculus Research, the focal surface display has a new approach to avoid the vergence-accommodation conflict by changing the way light enters the display using spatial light | According to Oculus Research, the focal surface display has a new approach to avoid the vergence-accommodation conflict by changing the way light enters the display using [[spatial light modulator]]s (Figure 2) to bend the HMD’s focus around 3D objects. This results in an increased depth and maximizes the amount of space represented. <ref name=”1”></ref> | ||
The vergence-accommodation conflict has been a motivation for plentiful of proposals for VR technology that delivers near-correct accommodation cues. The focal surface display technology could help future VR headsets, improving image sharpness and depth of focus, resulting in an experience that approaches how the eyes normally function, thereby reducing discomfort while improving user’s [[immersion]] in the virtual reality. <ref name=”1”></ref> <ref name=”5”>Matsuda, N., Fix, A. and Lanman, D. (2017). Focal surface displays.ACM Transactions on Graphics, 36(4)</ref> <ref name=”6”>Halfacree, G. (2017). Oculus VR outs focal surface display technology. Retrieved from https://www.bit-tech.net/news/tech/peripherals/oculus-vr-focal-surface-display/1/</ref> | The vergence-accommodation conflict has been a motivation for plentiful of proposals for VR technology that delivers near-correct accommodation cues. The focal surface display technology could help future VR headsets, improving image sharpness and depth of focus, resulting in an experience that approaches how the eyes normally function, thereby reducing discomfort while improving user’s [[immersion]] in the virtual reality. <ref name=”1”></ref> <ref name=”5”>Matsuda, N., Fix, A. and Lanman, D. (2017). Focal surface displays.ACM Transactions on Graphics, 36(4)</ref> <ref name=”6”>Halfacree, G. (2017). Oculus VR outs focal surface display technology. Retrieved from https://www.bit-tech.net/news/tech/peripherals/oculus-vr-focal-surface-display/1/</ref> | ||
| Line 33: | Line 32: | ||
Different HMD architectures have been proposed to solve this problem and depict correct or near-correct retinal blur (Figure 3). The focal surface displays augment regular HMDs with a spatial light modulator that “acts as a dynamic freeform lens, shaping synthesized focal surfaces to conform to the virtual scene geometry.” Furthermore, Oculus Research has introduced “a framework to decompose target focal stacks and depth maps into one or more pairs of piecewise smooth focal surfaces and underlying display images,” building on “recent developments in "optimized blending" to implement a multifocal display that allows the accurate depiction of occluding, semi-transparent, and reflective objects.” <ref name=”5”></ref> | Different HMD architectures have been proposed to solve this problem and depict correct or near-correct retinal blur (Figure 3). The focal surface displays augment regular HMDs with a spatial light modulator that “acts as a dynamic freeform lens, shaping synthesized focal surfaces to conform to the virtual scene geometry.” Furthermore, Oculus Research has introduced “a framework to decompose target focal stacks and depth maps into one or more pairs of piecewise smooth focal surfaces and underlying display images,” building on “recent developments in "optimized blending" to implement a multifocal display that allows the accurate depiction of occluding, semi-transparent, and reflective objects.” <ref name=”5”></ref> | ||
Contrary to multifocal displays with fixed focal surfaces, the phase modulator shapes focal surfaces to conform to the scene geometry. A set of color images are produced and mapped onto a corresponding focal surface (Figure 4), with visual appearance being rendered by “tracing rays from the eye through the optics, and accumulating the color values for each focal surface.” Furthermore, Matsuda ''et al''. (2017) explain that their “algorithm sequentially solves for first the focal surfaces, given the target depth map, and then the color | Contrary to multifocal displays with fixed focal surfaces, the phase modulator shapes focal surfaces to conform to the scene geometry. A set of color images are produced and mapped onto a corresponding focal surface (Figure 4), with visual appearance being rendered by “tracing rays from the eye through the optics, and accumulating the color values for each focal surface.” Furthermore, Matsuda ''et al''. (2017) explain that their “algorithm sequentially solves for first the focal surfaces, given the target depth map, and then the color images, full joint optimization is left for future work. Focal surfaces are adapted by nonlinear least squares optimization, minimizing the distance between the nearest depicted surface and the scene geometry. The color images, paired with each surface, are determined by linear least squares methods.” <ref name=”5”></ref> | ||
The focal surface display research team demonstrated that the technology depicts more accurate retinal blur, with lesser multiplexed images, with high resolution being maintained throughout the user’s accommodative range. <ref name=”5”></ref> | The focal surface display research team demonstrated that the technology depicts more accurate retinal blur, with lesser multiplexed images, with high resolution being maintained throughout the user’s accommodative range. <ref name=”5”></ref> | ||