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Passthrough (Video See-Through, VST) is distinct from [[Optical See-Through]] (OST) AR, used by devices like [[Microsoft HoloLens|HoloLens]] and [[Magic Leap]].
Passthrough (Video See-Through, VST) is distinct from [[Optical See-Through]] (OST) AR, used by devices like [[Microsoft HoloLens|HoloLens]] and [[Magic Leap]].


*'''Optical See-Through (OST):'''
===Optical See-Through (OST)===
**Uses semi-transparent displays ([[waveguide]]s, birdbath optics) allowing direct view of the real world. Virtual images are projected onto these combiners.
*Uses semi-transparent displays ([[waveguide]]s, birdbath optics) allowing direct view of the real world. Virtual images are projected onto these combiners.
**'''Pros:''' Real world is seen perfectly naturally (zero latency, full resolution/color/dynamic range). Lower power consumption for viewing the real world. Solid real-world objects are always solid.
*'''Pros:''' Real world is seen perfectly naturally (zero latency, full resolution/color/dynamic range). Lower power consumption for viewing the real world. Solid real-world objects are always solid.
**'''Cons:''' Virtual elements often appear transparent or "ghostly," lacking solidity. Limited [[Field of View|FOV]] for virtual content is common. Difficulty displaying black (virtual content is additive). Virtual content can be washed out by bright ambient light. Accurate alignment ("registration") of virtual content to the real world can be challenging. Cannot computationally modify the real-world view.
*'''Cons:''' Virtual elements often appear transparent or "ghostly," lacking solidity. Limited [[Field of View|FOV]] for virtual content is common. Difficulty displaying black (virtual content is additive). Virtual content can be washed out by bright ambient light. Accurate alignment ("registration") of virtual content to the real world can be challenging. Cannot computationally modify the real-world view.
*'''Video Passthrough (VST):'''
===Video Passthrough (VST)===
**Uses cameras and opaque displays to show a reconstructed view of the real world.
*Uses cameras and opaque displays to show a reconstructed view of the real world.
**'''Pros:''' Virtual elements can be fully opaque and seamlessly blended. Potential for wider FOV matching the VR display. Can computationally modify the real-world view (e.g., brightness enhancement, selective filtering). Better blocking of ambient light for virtual content.
*'''Pros:''' Virtual elements can be fully opaque and seamlessly blended. Potential for wider FOV matching the VR display. Can computationally modify the real-world view (e.g., brightness enhancement, selective filtering). Better blocking of ambient light for virtual content.
**'''Cons:''' Real-world view is mediated by technology, subject to limitations (latency, resolution, color, dynamic range, distortion). Higher power consumption. Potential for discomfort (motion sickness, eye strain) if not implemented well. Real-world objects might appear less "solid" due to latency or artifacts.<ref name="SkarbezVSTvsOST"/>
*'''Cons:''' Real-world view is mediated by technology, subject to limitations (latency, resolution, color, dynamic range, distortion). Higher power consumption. Potential for discomfort (motion sickness, eye strain) if not implemented well. Real-world objects might appear less "solid" due to latency or artifacts.<ref name="SkarbezVSTvsOST"/>


VST AR is currently favored in the consumer MR space, leveraging existing VR display technology, while OST AR maintains advantages for applications where unobstructed real-world vision is paramount.
VST AR is currently favored in the consumer MR space, leveraging existing VR display technology, while OST AR maintains advantages for applications where unobstructed real-world vision is paramount.