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'''Light field display''' ('''LFD''') is an advanced display technology designed to reproduce a [[light field]], the distribution of light rays in [[3D space]], including their intensity and direction.<ref name="WetzsteinPlenoptic">Wetzstein G. (2020). “Computational Displays: Achieving the Full Plenoptic Function.” ACM SIGGRAPH 2020 Courses. ACM Digital Library. doi:10.1145/3386569.3409414. Available: https://dl.acm.org/doi/10.1145/3386569.3409414 (accessed 3 May 2025).</ref> Unlike conventional 2D displays or [[stereoscopic display|stereoscopic 3D]] systems that present flat images or fixed viewpoints requiring glasses, light field displays aim to recreate how light naturally propagates from a real scene.<ref name="WetzsteinTensor">Wetzstein, G., Lanman, D., Hirsch, M., & Raskar, R. (2012). Tensor displays: Compressive light field synthesis using multilayer displays with directional backlighting. ACM Transactions on Graphics, 31(4), Article 80. doi:10.1145/2185520.2185576</ref> This allows viewers to perceive genuine [[depth]], [[parallax]] (both horizontal and vertical), and perspective changes without special eyewear (in many implementations). | '''Light field display''' ('''LFD''') is an advanced display technology designed to reproduce a [[light field]], the distribution of light rays in [[3D space]], including their intensity and direction.<ref name="WetzsteinPlenoptic">Wetzstein G. (2020). “Computational Displays: Achieving the Full Plenoptic Function.” ACM SIGGRAPH 2020 Courses. ACM Digital Library. doi:10.1145/3386569.3409414. Available: https://dl.acm.org/doi/10.1145/3386569.3409414 (accessed 3 May 2025).</ref> Unlike conventional 2D displays or [[stereoscopic display|stereoscopic 3D]] systems that present flat images or fixed viewpoints requiring glasses, light field displays aim to recreate how light naturally propagates from a real scene.<ref name="WetzsteinTensor">Wetzstein, G., Lanman, D., Hirsch, M., & Raskar, R. (2012). Tensor displays: Compressive light field synthesis using multilayer displays with directional backlighting. ACM Transactions on Graphics, 31(4), Article 80. doi:10.1145/2185520.2185576</ref> This allows viewers to perceive genuine [[depth]], [[parallax]] (both horizontal and vertical), and perspective changes without special eyewear. (in many implementations).<ref name="LeiaVerge">Hollister, S. (2024, January 19). Leia is building a 3D empire on the back of the worst phone we've ever reviewed. The Verge. Retrieved from https://www.theverge.com/24036574/leia-glasses-free-3d-ces-2024</ref> | ||
This method of display is crucial for the future of [[virtual reality]] (VR) and [[augmented reality]] (AR), because it | This method of display is crucial for the future of [[virtual reality]] (VR) and [[augmented reality]] (AR), because it solves the [[vergence-accommodation conflict]] (VAC).<ref name="WiredVAC">Zhang, S. (2015, August 11). The Obscure Neuroscience Problem That's Plaguing VR. WIRED. Retrieved from https://www.wired.com/2015/08/obscure-neuroscience-problem-thats-plaguing-vr</ref><ref name="VACReview">Y. Zhou, J. Zhang, F. Fang, “Vergence-accommodation conflict in optical see-through display: Review and prospect,” *Results in Optics*, vol. 5, p. 100160, 2021, doi:10.1016/j.rio.2021.100160.</ref> It provides correct [[focal cues]] that match the [[vergence]] information, giving a more realistic 3D image that is more visually comfortable, reducing eye strain and [[Virtual Reality Sickness|simulator sickness]] often associated with current [[head-mounted display]]s (HMDs).<ref name="CrealWebsite">CREAL. Light-field: Seeing Virtual Worlds Naturally. Retrieved from https://creal.com/technology/</ref> | ||
== Definition and Principles == | == Definition and Principles == | ||
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* Natural [[focal cues]], mitigating the [[Vergence-accommodation conflict]].<ref name="WiredVAC"/> | * Natural [[focal cues]], mitigating the [[Vergence-accommodation conflict]].<ref name="WiredVAC"/> | ||
* [[Specular highlights]] and realistic reflections that change with viewpoint. | * [[Specular highlights]] and realistic reflections that change with viewpoint. | ||
* | * Viewing without specialized eyewear (especially in non-headset formats). | ||
== Characteristics == | == Characteristics == | ||
* '''Glasses-Free 3D | * '''Glasses-Free 3D''' | ||
* '''Full Parallax:''' True LFDs provide both horizontal and vertical parallax, unlike earlier [[autostereoscopic display|autostereoscopic]] technologies that often limited parallax to side-to-side movement. | * '''Full Parallax:''' True LFDs provide both horizontal and vertical parallax, unlike earlier [[autostereoscopic display|autostereoscopic]] technologies that often limited parallax to side-to-side movement. | ||
* '''Accommodation-Convergence Conflict Resolution:''' A primary driver for VR/AR, LFDs can render virtual objects at appropriate focal distances, aligning accommodation and vergence to significantly improve visual comfort and realism.<ref name="CrealWebsite"/><ref name="Lanman2020NearEyeCourse"> | * '''Accommodation-Convergence Conflict Resolution:''' A primary driver for VR/AR, LFDs can render virtual objects at appropriate focal distances, aligning accommodation and vergence to significantly improve visual comfort and realism.<ref name="CrealWebsite"/><ref name="Lanman2020NearEyeCourse"> | ||
Lanman D., & Luebke D. (2013). “Near‑Eye Light Field Displays.” | Lanman D., & Luebke D. (2013). “Near‑Eye Light Field Displays.” | ||
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* '''2010-2013:''' Introduction of multilayer, compressive, and tensor light field display concepts.<ref name="Lanman2010ContentAdaptive">Lanman, D., Hirsch, M., Kim, Y., & Raskar, R. (2010). Content-adaptive parallax barriers: optimizing dual-layer 3D displays using low-rank light field factorization. ACM SIGGRAPH Asia 2010 papers (SIGGRAPH ASIA '10), Article 163. doi:10.1145/1882261.1866191</ref><ref name="WetzsteinTensor"/> | * '''2010-2013:''' Introduction of multilayer, compressive, and tensor light field display concepts.<ref name="Lanman2010ContentAdaptive">Lanman, D., Hirsch, M., Kim, Y., & Raskar, R. (2010). Content-adaptive parallax barriers: optimizing dual-layer 3D displays using low-rank light field factorization. ACM SIGGRAPH Asia 2010 papers (SIGGRAPH ASIA '10), Article 163. doi:10.1145/1882261.1866191</ref><ref name="WetzsteinTensor"/> | ||
* '''2013:''' NVIDIA demonstrates near-eye light field display prototype for VR.<ref name="NvidiaNELD">Lanman, D., & Luebke, D. (2013). Near-Eye Light Field Displays (Technical Report NVR-2013-004). NVIDIA Research. Retrieved from https://research.nvidia.com/sites/default/files/pubs/2013-11_Near-Eye-Light-Field/NVIDIA-NELD.pdf</ref> | * '''2013:''' NVIDIA demonstrates near-eye light field display prototype for VR.<ref name="NvidiaNELD">Lanman, D., & Luebke, D. (2013). Near-Eye Light Field Displays (Technical Report NVR-2013-004). NVIDIA Research. Retrieved from https://research.nvidia.com/sites/default/files/pubs/2013-11_Near-Eye-Light-Field/NVIDIA-NELD.pdf</ref> | ||
* '''2015 onwards:''' Emergence of advanced prototypes (for example CREAL, Light Field Lab, PetaRay). | * '''2015 onwards:''' Emergence of advanced prototypes (for example CREAL, Light Field Lab, PetaRay).<ref name="LeiaVerge"/><ref name="CrealRoadToVR">Lang, B. (2023, January 11). CREAL's Latest Light-field AR Demo Shows Continued Progress Toward Natural Depth & Focus. Road to VR. Retrieved from https://www.roadtovr.com/creal-light-field-ar-vr-headset-prototype/</ref> | ||
== Technical Implementations (How They Work) == | == Technical Implementations (How They Work) == | ||
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Light Field Lab. *SolidLight™ Platform Overview.* https://www.lightfieldlab.com/ (accessed 3 May 2025). | Light Field Lab. *SolidLight™ Platform Overview.* https://www.lightfieldlab.com/ (accessed 3 May 2025). | ||
</ref><ref name="Maimone2017HolographicNED">Maimone, A., Georgiou, A., & Kollin, J. S. (2017). Holographic near-eye displays for virtual and augmented reality. ACM Transactions on Graphics, 36(4), Article 85. doi:10.1145/3072959.3073624</ref> This is explored for compact AR/VR systems. | </ref><ref name="Maimone2017HolographicNED">Maimone, A., Georgiou, A., & Kollin, J. S. (2017). Holographic near-eye displays for virtual and augmented reality. ACM Transactions on Graphics, 36(4), Article 85. doi:10.1145/3072959.3073624</ref> This is explored for compact AR/VR systems. | ||
* '''Time-Multiplexed Displays:''' Different views or directional illumination patterns are presented rapidly in sequence. If cycled faster than human perception, this creates the illusion of a continuous light field. Can be combined with other techniques like directional backlighting.<ref name="Liu2014OSTHMD">Liu, S., Cheng, D., & Hua, H. (2014). An optical see-through head mounted display with addressable focal planes. 2014 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 33-42. doi:10.1109/ISMAR.2014.6948403</ref> | * '''Time-Multiplexed Displays:''' This is what CREAL is doing. Different views or directional illumination patterns are presented rapidly in sequence. If cycled faster than human perception, this creates the illusion of a continuous light field. Can be combined with other techniques like directional backlighting.<ref name="Liu2014OSTHMD">Liu, S., Cheng, D., & Hua, H. (2014). An optical see-through head mounted display with addressable focal planes. 2014 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 33-42. doi:10.1109/ISMAR.2014.6948403</ref> | ||
* '''Holographic and Diffractive Approaches:''' While [[Holographic display|holographic displays]] reconstruct wavefronts through diffraction, some LFDs utilize holographic optical elements (HOEs) or related diffractive principles to achieve high angular resolution and potentially overcome MLA limitations.<ref name="SpringerReview2021">M. Martínez-Corral, Z. Guan, Y. Li, Z. Xiong, B. Javidi, “Review of light field technologies,” *Visual Computing for Industry, Biomedicine and Art*, 4 (1): 29, 2021, doi:10.1186/s42492-021-00096-8.</ref> Some companies use "holographic" terminology for their high-density LFDs.<ref name="ForbesLightField">C. Fink, “Light Field Lab Raises $50 Million to Bring SolidLight Holograms Into the Real World,” *Forbes*, 8 Feb 2023. Available: https://www.forbes.com/sites/charliefink/2023/02/08/light-field-lab-raises-50m-to-bring-solidlight-holograms-into-the-real-world/ (accessed 30 Apr 2025).</ref> | * '''Holographic and Diffractive Approaches:''' While [[Holographic display|holographic displays]] reconstruct wavefronts through diffraction, some LFDs utilize holographic optical elements (HOEs) or related diffractive principles to achieve high angular resolution and potentially overcome MLA limitations.<ref name="SpringerReview2021">M. Martínez-Corral, Z. Guan, Y. Li, Z. Xiong, B. Javidi, “Review of light field technologies,” *Visual Computing for Industry, Biomedicine and Art*, 4 (1): 29, 2021, doi:10.1186/s42492-021-00096-8.</ref> Some companies use "holographic" terminology for their high-density LFDs.<ref name="ForbesLightField">C. Fink, “Light Field Lab Raises $50 Million to Bring SolidLight Holograms Into the Real World,” *Forbes*, 8 Feb 2023. Available: https://www.forbes.com/sites/charliefink/2023/02/08/light-field-lab-raises-50m-to-bring-solidlight-holograms-into-the-real-world/ (accessed 30 Apr 2025).</ref> | ||
== Types of Light Field Displays == | == Types of Light Field Displays == | ||
* '''Near-Eye Light Field Displays:''' Integrated into VR/AR [[Head-mounted display|HMDs]]. Primarily focused on solving the VAC for comfortable, realistic close-up interactions.<ref name="CrealWebsite"/><ref name="Lanman2020NearEyeCourse"/> Examples include research prototypes from NVIDIA<ref name="NvidiaNELD"/> and academic groups,<ref name="Huang2015Stereoscope">Huang, F. C., Chen, K., & Wetzstein, G. (2015). The light field stereoscope: immersive computer graphics via factored near-eye light field displays with focus cues. ACM Transactions on Graphics, 34(4), Article 60. doi:10.1145/2766943</ref> and commercial modules from companies like [[CREAL]].<ref name="CrealRoadToVR"/> Often utilize MLAs, stacked LCDs, or waveguide/diffractive approaches.<ref name="Lanman2020NearEyeCourse"/><ref name="CrealRoadToVR"/> | * '''Near-Eye Light Field Displays:''' Integrated into VR/AR [[Head-mounted display|HMDs]]. Primarily focused on solving the VAC for comfortable, realistic close-up interactions.<ref name="CrealWebsite"/><ref name="Lanman2020NearEyeCourse"/> Examples include research prototypes from NVIDIA<ref name="NvidiaNELD"/> and academic groups,<ref name="Huang2015Stereoscope">Huang, F. C., Chen, K., & Wetzstein, G. (2015). The light field stereoscope: immersive computer graphics via factored near-eye light field displays with focus cues. ACM Transactions on Graphics, 34(4), Article 60. doi:10.1145/2766943</ref> and commercial modules from companies like [[CREAL]].<ref name="CrealRoadToVR"/> Often utilize MLAs, stacked LCDs, or waveguide/diffractive approaches.<ref name="Lanman2020NearEyeCourse"/><ref name="CrealRoadToVR"/> | ||
* '''Large Format / Tiled Displays:''' Aimed at creating large-scale, immersive | * '''Large Format / Tiled Displays:''' Aimed at creating large-scale, immersive 3D experiences without glasses for public venues, command centers, or collaborative environments.<ref name="ForbesLightField"/><ref name="LightFieldLabSolidLightPR"> | ||
Light Field Lab Press Release (2021, Oct 7). *Light Field Lab Unveils SolidLight™ – The Highest Resolution Holographic Display Platform Ever Designed.* | Light Field Lab Press Release (2021, Oct 7). *Light Field Lab Unveils SolidLight™ – The Highest Resolution Holographic Display Platform Ever Designed.* | ||
https://www.lightfieldlab.com/press-release-oct-2021 (accessed 3 May 2025). | https://www.lightfieldlab.com/press-release-oct-2021 (accessed 3 May 2025). | ||
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! Key Trade-offs | ! Key Trade-offs | ||
|- | |- | ||
| ''' | | '''Light Field Display''' | ||
| No (often) | | No (often) | ||
| Yes | | Yes | ||
| Yes | | Yes | ||
| | | | ||
| Spatio-angular resolution trade-off, computation needs | | Spatio-angular resolution trade-off, computation needs | ||
|- | |- | ||
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Creating content compatible with LFDs requires capturing or generating directional view information: | Creating content compatible with LFDs requires capturing or generating directional view information: | ||
* '''[[Light Field Camera|Light Field Cameras]] / [[Plenoptic Camera|Plenoptic Cameras]]:''' Capture both intensity and direction of incoming light using specialized sensors (often with MLAs).<ref name="WetzsteinPlenoptic"/> The captured data can be processed for LFD playback. | * '''[[Light Field Camera|Light Field Cameras]] / [[Plenoptic Camera|Plenoptic Cameras]]:''' Capture both intensity and direction of incoming light using specialized sensors (often with MLAs).<ref name="WetzsteinPlenoptic"/> The captured data can be processed for LFD playback. | ||
* '''[[Computer Graphics]] Rendering:''' Standard 3D scenes built in engines like [[Unity (game engine)|Unity]] or [[Unreal Engine]] can be rendered from multiple viewpoints to generate the necessary data.<ref name="ForbesLightField | * '''[[Computer Graphics]] Rendering:''' Standard 3D scenes built in engines like [[Unity (game engine)|Unity]] or [[Unreal Engine]] can be rendered from multiple viewpoints to generate the necessary data.<ref name="ForbesLightField"/> Specialized light field rendering techniques, potentially using [[Ray tracing (graphics)|ray tracing]] or neural methods like [[Neural Radiance Fields]] (NeRF), are employed.<ref name="ForbesLightField"/><ref name="Mildenhall2020NeRF">Mildenhall, B., Srinivasan, P. P., Tancik, M., Barron, J. T., Ramamoorthi, R., & Ng, R. (2020). NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis. European Conference on Computer Vision (ECCV), 405-421. doi:10.1007/978-3-030-58452-8_24</ref> | ||
* '''[[Photogrammetry]] and 3D Scanning:''' Real-world objects/scenes captured as 3D models can serve as input for rendering light field views. | * '''[[Photogrammetry]] and 3D Scanning:''' Real-world objects/scenes captured as 3D models can serve as input for rendering light field views. | ||
* '''[[Focal Stack]] Conversion:''' Research explores converting image stacks captured at different focal depths into light field representations, particularly for multi-layer displays.<ref name="WetzsteinTensor"/> | * '''[[Focal Stack]] Conversion:''' Research explores converting image stacks captured at different focal depths into light field representations, particularly for multi-layer displays.<ref name="WetzsteinTensor"/> | ||
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* '''Medical Imaging and Visualization:''' Intuitive visualization of complex 3D scans (CT, MRI) for diagnostics, surgical planning, and education.<ref name="Nam2019Medical">Nam, J., McCormick, M., & Tate, A. J. (2019). Light field display systems for medical imaging applications. Journal of Display Technology, 15(3), 215-225. doi:10.1002/jsid.785</ref> | * '''Medical Imaging and Visualization:''' Intuitive visualization of complex 3D scans (CT, MRI) for diagnostics, surgical planning, and education.<ref name="Nam2019Medical">Nam, J., McCormick, M., & Tate, A. J. (2019). Light field display systems for medical imaging applications. Journal of Display Technology, 15(3), 215-225. doi:10.1002/jsid.785</ref> | ||
* '''Scientific Visualization:''' Analyzing complex datasets in fields like fluid dynamics, molecular modeling, geology.<ref name="Halle2017SciVis">Halle, M. W., & Meng, J. (2017). LightPlanets: GPU-based rendering of transparent astronomical objects using light field methods. IEEE Transactions on Visualization and Computer Graphics, 23(5), 1479-1488. doi:10.1109/TVCG.2016.2535388</ref> | * '''Scientific Visualization:''' Analyzing complex datasets in fields like fluid dynamics, molecular modeling, geology.<ref name="Halle2017SciVis">Halle, M. W., & Meng, J. (2017). LightPlanets: GPU-based rendering of transparent astronomical objects using light field methods. IEEE Transactions on Visualization and Computer Graphics, 23(5), 1479-1488. doi:10.1109/TVCG.2016.2535388</ref> | ||
* '''Product Design and Engineering (CAD/CAE):''' Collaborative visualization and review of 3D models.<ref name="Nam2019Medical"/> | * '''Product Design and Engineering (CAD/CAE):''' Collaborative visualization and review of 3D models.<ref name="Nam2019Medical"/> | ||
* '''Entertainment and Gaming:''' Immersive experiences in arcades, museums, theme parks, and potentially future home entertainment.<ref name="ForbesLightField"/> | * '''Entertainment and Gaming:''' Immersive experiences in arcades, museums, theme parks, and potentially future home entertainment.<ref name="ForbesLightField"/> | ||
* '''Telepresence and Communication:''' Creating realistic, life-sized 3D representations of remote collaborators, like Google's [[Project Starline]] concept.<ref name="Starline">Google Blog (2023, May 10). A first look at Project Starline’s new, simpler prototype. Retrieved from https://blog.google/technology/research/project-starline-prototype/</ref> | * '''Telepresence and Communication:''' Creating realistic, life-sized 3D representations of remote collaborators, like Google's [[Project Starline]] concept.<ref name="Starline">Google Blog (2023, May 10). A first look at Project Starline’s new, simpler prototype. Retrieved from https://blog.google/technology/research/project-starline-prototype/</ref> | ||
* '''[[Microscopy]]:''' Viewing microscopic samples with natural depth perception.<ref name="WetzsteinPlenoptic"/> | * '''[[Microscopy]]:''' Viewing microscopic samples with natural depth perception.<ref name="WetzsteinPlenoptic"/> | ||
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* '''Form Factor and Miniaturization:''' Integrating complex optics and electronics into thin, lightweight, and power-efficient near-eye devices remains difficult.<ref name="Lanman2020NearEyeCourse"/><ref name="CrealRoadToVR"/> | * '''Form Factor and Miniaturization:''' Integrating complex optics and electronics into thin, lightweight, and power-efficient near-eye devices remains difficult.<ref name="Lanman2020NearEyeCourse"/><ref name="CrealRoadToVR"/> | ||
* '''Limited Field of View (FoV):''' Achieving wide FoV comparable to traditional VR headsets while maintaining high angular resolution is challenging.<ref name="Lanman2020NearEyeCourse"/> | * '''Limited Field of View (FoV):''' Achieving wide FoV comparable to traditional VR headsets while maintaining high angular resolution is challenging.<ref name="Lanman2020NearEyeCourse"/> | ||
* '''Content Ecosystem:''' The workflow for creating, distributing, and viewing native light field content is still developing compared to standard 2D or stereoscopic 3D, due to no consumer lightfield hardware. | |||
* '''Content Ecosystem:''' The workflow for creating, distributing, and viewing native light field content is still developing compared to standard 2D or stereoscopic 3D | |||
== Key Players and Commercial Landscape == | == Key Players and Commercial Landscape == | ||
Several companies and research groups are active in LFD development: | Several companies and research groups are active in LFD development: | ||
* '''[[CREAL]]:''' Swiss startup focused on compact near-eye LFD modules for AR/VR glasses aiming to solve VAC.<ref name="CrealRoadToVR"/> | * '''[[CREAL]]:''' Swiss startup focused on compact near-eye LFD modules for AR/VR glasses aiming to solve VAC.<ref name="CrealRoadToVR"/> | ||
* '''[[Light Field Lab]]:''' Developing large-scale, modular | * '''[[Light Field Lab]]:''' Developing large-scale, modular LFD panels (branded as SolidLight) based on [[Waveguide (optics)|waveguide]] technology.<ref name="LightFieldLabTech"/><ref name="LightFieldLabSolidLightPR"/> | ||
* '''[[Sony]]:''' Produces the Spatial Reality Display (ELF-SR series), a high-fidelity desktop LFD using eye-tracking.<ref name="SonyELFSR2"/> | * '''[[Sony]]:''' Produces the Spatial Reality Display (ELF-SR series), a high-fidelity desktop LFD using eye-tracking.<ref name="SonyELFSR2"/> | ||
* '''[[Avegant]]:''' Develops light field light engines, particularly for AR, focusing on VAC resolution.<ref name="AvegantPR">PR Newswire (2017, March 15). Avegant Introduces Light Field Technology for Mixed Reality. Retrieved from https://www.prnewswire.com/news-releases/avegant-introduces-light-field-technology-for-mixed-reality-300423855.html</ref> | * '''[[Avegant]]:''' Develops light field light engines, particularly for AR, focusing on VAC resolution.<ref name="AvegantPR">PR Newswire (2017, March 15). Avegant Introduces Light Field Technology for Mixed Reality. Retrieved from https://www.prnewswire.com/news-releases/avegant-introduces-light-field-technology-for-mixed-reality-300423855.html</ref> |