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{{see also|Terms|Technical Terms}}
[[File:Vergence accommodation conflict image.png|thumb|right|250px|Vergence-accommodation conflict in VR compared to real-world vision]]
'''Vergence-accommodation conflict''' ('''VAC'''), also known as '''accommodation-vergence conflict''' or sometimes '''accommodation-vergence mismatch''', is a visual and perceptual phenomenon that occurs when the [[Brain|brain]] receives mismatching cues between the distance to which the eyes are pointed or converged ([[Vergence|vergence]]) and the distance at which the eyes' lenses are focused ([[Accommodation (eye)|accommodation]]).<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 (1‑30). doi:10.1167/8.3.33. PMID 18484839. https://pubmed.ncbi.nlm.nih.gov/18484839/</ref><ref name="Kreylos2014VAC">{{cite web |last=Kreylos |first=Oliver |title=Accommodation and Vergence in Head-mounted Displays |url=http://doc-ok.org/?p=1602 |website=Doc-Ok.org |date=2014-04-13}}</ref> Because natural viewing conditions tightly couple these two mechanisms, breaking that link is a primary cause of visual discomfort and performance issues in modern [[Virtual reality|virtual reality]] (VR), [[Augmented reality|augmented reality]] (AR), and other [[Stereoscopy|stereoscopic]] 3-D displays, including nearly all mainstream [[Head-Mounted Display|head-mounted displays]] (HMDs).<ref name="Hoffman2008" />
'''Vergence-accommodation conflict''' ('''VAC'''), also known as '''accommodation-vergence conflict''' or sometimes '''accommodation-vergence mismatch''', is a visual and perceptual phenomenon that occurs when the [[Brain|brain]] receives mismatching cues between the distance to which the eyes are pointed or converged ([[Vergence|vergence]]) and the distance at which the eyes' lenses are focused ([[Accommodation (eye)|accommodation]]).<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 (1‑30). doi:10.1167/8.3.33. PMID 18484839. https://pubmed.ncbi.nlm.nih.gov/18484839/</ref><ref name="Kreylos2014VAC">{{cite web |last=Kreylos |first=Oliver |title=Accommodation and Vergence in Head-mounted Displays |url=http://doc-ok.org/?p=1602 |website=Doc-Ok.org |date=2014-04-13}}</ref> Because natural viewing conditions tightly couple these two mechanisms, breaking that link is a primary cause of visual discomfort and performance issues in modern [[Virtual reality|virtual reality]] (VR), [[Augmented reality|augmented reality]] (AR), and other [[Stereoscopy|stereoscopic]] 3-D displays, including nearly all mainstream [[Head-Mounted Display|head-mounted displays]] (HMDs).<ref name="Hoffman2008" />


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! [[Light field display|Light Field]]
! [[Light field display|Light Field]]
| Attempts to reconstruct the 4D light field of the scene (rays of light with position and direction). This allows the eye's lens to naturally focus at different depths within the reproduced volume. | Research using lenslet arrays, parallax barriers, holographic optical elements, super-multi-view displays. | Potentially provides true continuous focus cues without eye-tracking. Challenges include extremely high resolution and bandwidth requirements, computational complexity, limited field of view, and tradeoffs between spatial and angular resolution.
| Attempts to reconstruct the 4D light field of the scene (rays of light with position and direction). This allows the eye's lens to naturally focus at different depths within the reproduced volume. | Research using [[lenslet array]]s, parallax barriers, holographic optical elements, super-multi-view displays. | Potentially provides true continuous focus cues without eye-tracking. Challenges include extremely high resolution and bandwidth requirements, computational complexity, limited field of view, and tradeoffs between spatial and angular resolution.
|-
|-
! [[Holography|Holographic Displays]]
! [[Holography|Holographic Displays]]
| Aims to fully reconstruct the wavefront of light from the virtual scene using diffraction patterns generated by [[Spatial light modulator|spatial light modulators]]. | Research by Microsoft Research, VividQ, Light Field Lab. | Theoretically the ultimate solution, providing all depth cues including accommodation correctly. Challenges include high computational cost ("speckle" noise), limited field of view, and hardware complexity for real-time, high-quality HMDs.
| Aims to fully reconstruct the wavefront of light from the virtual scene using diffraction patterns generated by [[Spatial light modulator|spatial light modulators]]. | Research by Microsoft Research, [[VividQ]], Light Field Lab. | Theoretically the ultimate solution, providing all depth cues including accommodation correctly. Challenges include high computational cost ("speckle" noise), limited field of view, and hardware complexity for real-time, high-quality HMDs.
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! [[Retinal projection|Retinal Projection / Scanning]]
! [[Retinal projection|Retinal Projection / Scanning]]
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*  '''Perceptual Modeling''': Research using large-sample studies to better understand individual variability in the accommodation-vergence relationship, potentially enabling personalized comfort settings or adaptive display parameters.<ref name="Lin2022" />
*  '''Perceptual Modeling''': Research using large-sample studies to better understand individual variability in the accommodation-vergence relationship, potentially enabling personalized comfort settings or adaptive display parameters.<ref name="Lin2022" />


==See Also==
==See also==
*  [[Accommodation (eye)|Accommodation]]
*  [[Depth perception]]
*  [[Depth perception]]
*  [[Eye tracking]]
*  [[Eye tracking]]
*  [[Head-Mounted Display]]
*  [[Light field display]]
*  [[Light field display]]
*  [[Stereoscopy]]
*  [[Stereoscopy]]