Jump to content

Near-eye lightfield display: Difference between revisions

No edit summary
No edit summary
Line 1: Line 1:
= 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.<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.
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.


== Principle of Operation ==
== Principle of Operation ==