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= Near-eye lightfield display =
= Near-eye lightfield display =


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. 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 and fatigue 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>, leading to potentially sharper, more comfortable, and more realistic three-dimensional vision.
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.<ref name="VRARWiki">[Near-eye light field display - VR AR & XR Wiki](https://xinreality.com/wiki/Near-eye_light_field_display)</ref> 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 and fatigue 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>, leading to potentially sharper, more comfortable, and more realistic three-dimensional vision.


== Principle of Operation ==
== Principle of Operation ==
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*  '''Smoother [[Parallax]]:''' Can provide more continuous motion parallax as the viewer moves their eye slightly within the eyebox.
*  '''Smoother [[Parallax]]:''' Can provide more continuous motion parallax as the viewer moves their eye slightly within the eyebox.
*  '''Wider [[Eye Box]] (Potentially):''' Some lightfield display designs can offer a larger eyebox compared to conventional NED designs with small exit pupils, although this often involves trade-offs.
*  '''Wider [[Eye Box]] (Potentially):''' Some lightfield display designs can offer a larger eyebox compared to conventional NED designs with small exit pupils, although this often involves trade-offs.
*  '''Potential for [[Prescription]] Correction:''' Some lightfield approaches might computationally correct for the viewer's refractive errors (like myopia or hyperopia), although this is an active area of research<ref name=" Pamplona2012">Pamplona, V. F., Oliveira, M. M., Aliaga, D. G., & Raskar, R. (2012). Tailored displays to compensate for visual aberrations. ''ACM Transactions on Graphics (TOG)'', 31(4), Article 99. Presented at SIGGRAPH 2012.</ref>.
*  '''Potential for [[Prescription]] Correction:''' Some lightfield approaches might computationally correct for the viewer's refractive errors (like myopia or hyperopia), although this is an active area of research<ref name="Pamplona2012">Pamplona, V. F., Oliveira, M. M., Aliaga, D. G., & Raskar, R. (2012). Tailored displays to compensate for visual aberrations. ''ACM Transactions on Graphics (TOG)'', 31(4), Article 99. Presented at SIGGRAPH 2012.</ref>.


== Challenges ==
== Challenges ==
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*  '''[[Artifacts]]:''' Specific implementations can suffer from unique visual artifacts, such as [[Speckle pattern|speckle]] in holographic systems<ref name="Maimone2017" />, latency or visible plane-switching in varifocal systems, diffraction effects, or image discontinuities at the edge of the eyebox.
*  '''[[Artifacts]]:''' Specific implementations can suffer from unique visual artifacts, such as [[Speckle pattern|speckle]] in holographic systems<ref name="Maimone2017" />, latency or visible plane-switching in varifocal systems, diffraction effects, or image discontinuities at the edge of the eyebox.
*  '''Calibration:''' Precise manufacturing, alignment, and calibration of the optical components and display panels are critical and often complex.
*  '''Calibration:''' Precise manufacturing, alignment, and calibration of the optical components and display panels are critical and often complex.
Recent reviews discuss ongoing research to overcome these challenges through advancements in display technology and computational techniques<ref name="Nature2024">[Naked-eye light field display technology based on mini/micro light emitting diode panels: a systematic review and meta-analysis | Scientific Reports](https://www.nature.com/articles/s41598-024-75172-z)</ref><ref name="Frontiers2022">[Frontiers | Challenges and Advancements for AR Optical See-Through Near-Eye Displays: A Review](https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2022.838237/full)</ref>.


== Historical Development and Notable Examples ==
== Historical Development and Notable Examples ==
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Key milestones and prototypes include:
Key milestones and prototypes include:
*  '''NVIDIA Near-Eye Light Field Display Prototype (2013):''' Introduced at SIGGRAPH 2013, this prototype used Sony ECX332A OLED micro-displays with a pixel density of 2100 ppi, measuring 15.36 x 8.64 mm with a resolution of 1280 x 720 (24-bit color). It was mounted on a glasses-like frame with microlens arrays and offered a field of view up to 70 degrees (29° x 16° in the demo). The display could be adjusted via software to account for the user's glasses or contacts prescription and was powered by NVIDIA GPUs and OpenGL<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>.
*  '''Stanford / NVIDIA Light Field Stereoscope (2015):''' An early HMD demonstration using two stacked LCD layers to provide accommodation cues over a continuous range (0.2m to infinity) within a ~30° FoV<ref name="Huang2015" />.
*  '''Stanford / NVIDIA Light Field Stereoscope (2015):''' An early HMD demonstration using two stacked LCD layers to provide accommodation cues over a continuous range (0.2m to infinity) within a ~30° FoV<ref name="Huang2015" />.
*  '''NVIDIA / UNC Holographic HMD (2017):''' Showcased a prototype using a 2k x 2k phase SLM and GPU computation to generate real-time holograms at 90 Hz with an 80° FoV<ref name="Maimone2017" />.
*  '''NVIDIA / UNC Holographic HMD (2017):''' Showcased a prototype using a 2k x 2k phase SLM and GPU computation to generate real-time holograms at 90 Hz with an 80° FoV<ref name="Maimone2017" />.
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*  Hybrid approaches combining several techniques (e.g., a few focal planes with some angular diversity per plane) to achieve a "good enough" lightfield effect with current technology.
*  Hybrid approaches combining several techniques (e.g., a few focal planes with some angular diversity per plane) to achieve a "good enough" lightfield effect with current technology.


Longer-term advances in [[MicroLED]] displays, ultrafast SLMs, efficient computational methods, and compact diffractive or [[Metasurface|metasurface]] optics hold the potential for true continuous lightfield displays in lightweight, eyeglass-sized hardware, potentially making digital imagery optically much closer to viewing the real world.
Longer-term advances in [[MicroLED]] displays, ultrafast SLMs, efficient computational methods, and compact diffractive or [[Metasurface]] optics hold the potential for true continuous lightfield displays in lightweight, eyeglass-sized hardware, potentially making digital imagery optically much closer to viewing the real world.


== See Also ==
== See Also ==