Flat focus: Difference between revisions
Xinreality (talk | contribs) Created page with "{{Stub}} {{VR}} {{AR}} {{Optics}} '''Flat Focus''' refers to an optical system design, common in virtual reality (VR) and augmented reality (AR) headsets (HMDs), where the lenses are optimized to bring light originating from the microdisplay (the screen) to a sharp focus at a single, fixed focal plane. This means that regardless of the apparent depth of virtual objects depicted on the screen, the light reaching t..." |
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= Flat Focus = | |||
'''Flat | '''Flat focus''' (also known as uniform focus) is an optical phenomenon in [[virtual reality]] and [[augmented reality]] systems where all elements in a virtual scene appear to be in focus at the same distance, regardless of their simulated depth in the virtual environment. This creates a perceptual conflict with how human vision naturally works, where objects at different distances require different focal adjustments by the eye.<ref>Kramida, G. (2016). "Resolving the Vergence-Accommodation Conflict in Head-Mounted Displays". IEEE Transactions on Visualization and Computer Graphics, 22(7), 1912-1931.</ref> | ||
== Technical Background == | |||
In natural human vision, the eyes perform two key operations when looking at objects at different distances: | |||
In | * [[Vergence]] - the rotation of the eyes toward or away from each other to converge on a target | ||
* [[Accommodation]] - the adjustment of the eye's lens to focus on objects at different distances | |||
These processes are neurologically linked through the [[vergence-accommodation reflex]]. In conventional VR and AR displays, flat focus occurs because the physical display panel remains at a fixed focal distance from the eyes (typically 1.5-2 meters for most head-mounted displays), while stereoscopic techniques create the illusion of depth through different images presented to each eye.<ref>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.</ref> | |||
== The Vergence-Accommodation Conflict == | |||
The disparity between where the eyes converge (vergence) and where they focus (accommodation) in flat focus displays is known as the [[vergence-accommodation conflict]] (VAC). This mismatch occurs because: | |||
The | |||
* The eyes rotate (vergence) to converge on virtual objects that appear at different depths | |||
* | * The eyes must maintain focus (accommodation) at the fixed physical distance of the display panel | ||
* | |||
This | This conflict can lead to visual discomfort, fatigue, eyestrain, and reduced performance in extended VR/AR sessions.<ref>Shibata, T., Kim, J., Hoffman, D. M., & Banks, M. S. (2011). "The zone of comfort: Predicting visual discomfort with stereo displays". Journal of Vision, 11(8), 11.</ref> | ||
== | == Implementation in VR/AR Systems == | ||
== | === Conventional Approaches === | ||
Most commercial VR and AR systems utilize flat focus displays with the following characteristics: | |||
* Fixed focal planes (typically LCD, OLED, or microLED displays) | |||
* [[Stereoscopic rendering]] to create the perception of depth | |||
* [[Binocular disparity]] cues that stimulate vergence eye movements | |||
* Visual depth cues like [[motion parallax]], [[perspective]], and [[occlusion]] | |||
These systems prioritize convincing stereoscopic depth perception while accepting the limitations of flat focus.<ref>Koulieris, G. A., Bui, B., Banks, M. S., & Drettakis, G. (2017). "Accommodation and comfort in head-mounted displays". ACM Transactions on Graphics, 36(4), 1-11.</ref> | |||
=== Content Design Considerations === | |||
Content designers for flat focus displays often employ techniques to minimize discomfort: | |||
* Maintaining important interactive elements within a comfortable depth range | |||
* Avoiding rapid depth transitions that require quick accommodation changes | |||
* Using [[depth of field]] blur effects to mimic natural focus cues | |||
* Implementing [[foveated rendering]] to match natural visual acuity distribution<ref>Konrad, R., Angelopoulos, A., & Wetzstein, G. (2020). "Gaze-contingent Ocular Parallax Rendering for Virtual Reality". ACM Transactions on Graphics, 39(2), 10:1-10:12.</ref> | |||
== Challenges and Limitations == | |||
Flat focus in VR/AR systems presents several challenges: | |||
* '''Visual fatigue''': Extended use can cause eyestrain, headaches, and nausea | |||
* '''Depth perception accuracy''': Users often misjudge distances in virtual environments | |||
* '''Focus switching''': Transitioning between real and virtual content in AR is particularly challenging | |||
* '''Individual differences''': Interpupillary distance (IPD) and other physiological factors affect how users experience flat focus displays | |||
* '''Content limitations''': Certain types of detailed work requiring precise focus are difficult to implement<ref>Kim, J., Kane, D., & Banks, M. S. (2014). "The rate of change of vergence–accommodation conflict affects visual discomfort". Vision Research, 105, 159-165.</ref> | |||
== Advanced Solutions == | |||
Several technologies are being developed to address the limitations of flat focus: | |||
=== Varifocal Displays === | |||
[[Varifocal displays]] dynamically adjust the focal distance of the entire display to match the user's gaze point: | |||
* Mechanical systems that physically move display panels | |||
* [[Liquid lenses]] that change focal length through electrical stimulation | |||
* Integration with [[eye tracking]] to determine where the user is looking<ref>Dunn, D., Tippets, C., Torell, K., Kellnhofer, P., Akşit, K., Didyk, P., Myszkowski, K., Luebke, D., & Fuchs, H. (2017). "Wide Field Of View Varifocal Near-Eye Display Using See-Through Deformable Membrane Mirrors". IEEE Transactions on Visualization and Computer Graphics, 23(4), 1322-1331.</ref> | |||
=== Multifocal Displays === | |||
[[Multifocal displays]] present multiple focal planes simultaneously: | |||
* Stacked transparent displays at different physical distances | |||
* Time-multiplexed focal planes using high-speed display switching | |||
* Focus-tunable optical elements to create multiple focal planes<ref>Mercier, O., Sulai, Y., Mackenzie, K., Zannoli, M., Hillis, J., Nowrouzezahrai, D., & Lanman, D. (2017). "Fast Gaze-contingent Optimal Decompositions for Multifocal Displays". ACM Transactions on Graphics, 36(6), 237:1-237:15.</ref> | |||
=== Light Field Displays === | |||
[[Light field displays]] reproduce the full 4D light field, enabling natural focus at different depths: | |||
* [[Microlens arrays]] to project different images in different directions | |||
* [[Holographic displays]] that reconstruct wavefronts of light | |||
* [[Near-eye light field displays]] specifically designed for head-mounted applications<ref>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), 60:1-60:12.</ref> | |||
=== Focal Surface Displays === | |||
[[Focal surface displays]] create continuous focal surfaces that match the 3D geometry of virtual content: | |||
* Spatially varying optical elements | |||
* Deformable membrane mirrors | |||
* Phase-only spatial light modulators<ref>Aksit, K., Lopes, W., Kim, J., Shirley, P., & Luebke, D. (2017). "Near-Eye Varifocal Augmented Reality Display Using See-Through Screens". ACM Transactions on Graphics, 36(6), 189:1-189:13.</ref> | |||
== Applications == | |||
Flat focus displays remain the standard in most current VR/AR applications: | |||
=== Gaming and Entertainment === | |||
* Video games with moderate depth complexity | |||
* 360° video experiences | |||
* Virtual cinematic experiences | |||
=== Training and Simulation === | |||
* Professional training scenarios with limited depth interaction | |||
* Virtual walkthroughs of architectural spaces | |||
* Medical visualization for educational purposes | |||
=== Productivity === | |||
* Virtual desktop environments | |||
* 3D modeling with depth constraints | |||
* Collaborative virtual workspaces<ref>Guttentag, D. A. (2010). "Virtual reality: Applications and implications for tourism". Tourism Management, 31(5), 637-651.</ref> | |||
== Future Developments == | |||
The future of flat focus and its alternatives in VR/AR is evolving in several directions: | |||
* '''Hybrid solutions''': Combining multiple technologies to address different aspects of the vergence-accommodation conflict | |||
* '''Computational displays''': Using advanced algorithms to optimize visual perception on existing hardware | |||
* '''Neural rendering''': Adapting content based on perceptual models of human vision | |||
* '''Personalized calibration''': Systems that adapt to individual visual characteristics | |||
* '''Biological considerations''': Designs that better account for how the human visual system processes artificial depth cues<ref>Chang, J., Kim, Y., Stengel, M., Padmanaban, N., Lange, R., & Wetzstein, G. (2023). "Towards Perceptually Optimized Varifocal Near-Eye Displays". IEEE Transactions on Visualization and Computer Graphics, 29(5), 2315-2325.</ref> | |||
== See Also == | == See Also == | ||
* [[Vergence- | |||
* [[Vergence-accommodation conflict]] | |||
* [[Stereoscopic display]] | |||
* [[ | |||
* [[Varifocal display]] | * [[Varifocal display]] | ||
* [[Light field display]] | * [[Light field display]] | ||
* [[ | * [[Eye tracking]] | ||
* [[ | * [[Foveated rendering]] | ||
* [[ | * [[Holographic display]] | ||
== References == | == References == | ||
<references/> | <references/> |
Revision as of 08:03, 28 April 2025
Flat Focus
Flat focus (also known as uniform focus) is an optical phenomenon in virtual reality and augmented reality systems where all elements in a virtual scene appear to be in focus at the same distance, regardless of their simulated depth in the virtual environment. This creates a perceptual conflict with how human vision naturally works, where objects at different distances require different focal adjustments by the eye.[1]
Technical Background
In natural human vision, the eyes perform two key operations when looking at objects at different distances:
- Vergence - the rotation of the eyes toward or away from each other to converge on a target
- Accommodation - the adjustment of the eye's lens to focus on objects at different distances
These processes are neurologically linked through the vergence-accommodation reflex. In conventional VR and AR displays, flat focus occurs because the physical display panel remains at a fixed focal distance from the eyes (typically 1.5-2 meters for most head-mounted displays), while stereoscopic techniques create the illusion of depth through different images presented to each eye.[2]
The Vergence-Accommodation Conflict
The disparity between where the eyes converge (vergence) and where they focus (accommodation) in flat focus displays is known as the vergence-accommodation conflict (VAC). This mismatch occurs because:
- The eyes rotate (vergence) to converge on virtual objects that appear at different depths
- The eyes must maintain focus (accommodation) at the fixed physical distance of the display panel
This conflict can lead to visual discomfort, fatigue, eyestrain, and reduced performance in extended VR/AR sessions.[3]
Implementation in VR/AR Systems
Conventional Approaches
Most commercial VR and AR systems utilize flat focus displays with the following characteristics:
- Fixed focal planes (typically LCD, OLED, or microLED displays)
- Stereoscopic rendering to create the perception of depth
- Binocular disparity cues that stimulate vergence eye movements
- Visual depth cues like motion parallax, perspective, and occlusion
These systems prioritize convincing stereoscopic depth perception while accepting the limitations of flat focus.[4]
Content Design Considerations
Content designers for flat focus displays often employ techniques to minimize discomfort:
- Maintaining important interactive elements within a comfortable depth range
- Avoiding rapid depth transitions that require quick accommodation changes
- Using depth of field blur effects to mimic natural focus cues
- Implementing foveated rendering to match natural visual acuity distribution[5]
Challenges and Limitations
Flat focus in VR/AR systems presents several challenges:
- Visual fatigue: Extended use can cause eyestrain, headaches, and nausea
- Depth perception accuracy: Users often misjudge distances in virtual environments
- Focus switching: Transitioning between real and virtual content in AR is particularly challenging
- Individual differences: Interpupillary distance (IPD) and other physiological factors affect how users experience flat focus displays
- Content limitations: Certain types of detailed work requiring precise focus are difficult to implement[6]
Advanced Solutions
Several technologies are being developed to address the limitations of flat focus:
Varifocal Displays
Varifocal displays dynamically adjust the focal distance of the entire display to match the user's gaze point:
- Mechanical systems that physically move display panels
- Liquid lenses that change focal length through electrical stimulation
- Integration with eye tracking to determine where the user is looking[7]
Multifocal Displays
Multifocal displays present multiple focal planes simultaneously:
- Stacked transparent displays at different physical distances
- Time-multiplexed focal planes using high-speed display switching
- Focus-tunable optical elements to create multiple focal planes[8]
Light Field Displays
Light field displays reproduce the full 4D light field, enabling natural focus at different depths:
- Microlens arrays to project different images in different directions
- Holographic displays that reconstruct wavefronts of light
- Near-eye light field displays specifically designed for head-mounted applications[9]
Focal Surface Displays
Focal surface displays create continuous focal surfaces that match the 3D geometry of virtual content:
- Spatially varying optical elements
- Deformable membrane mirrors
- Phase-only spatial light modulators[10]
Applications
Flat focus displays remain the standard in most current VR/AR applications:
Gaming and Entertainment
- Video games with moderate depth complexity
- 360° video experiences
- Virtual cinematic experiences
Training and Simulation
- Professional training scenarios with limited depth interaction
- Virtual walkthroughs of architectural spaces
- Medical visualization for educational purposes
Productivity
- Virtual desktop environments
- 3D modeling with depth constraints
- Collaborative virtual workspaces[11]
Future Developments
The future of flat focus and its alternatives in VR/AR is evolving in several directions:
- Hybrid solutions: Combining multiple technologies to address different aspects of the vergence-accommodation conflict
- Computational displays: Using advanced algorithms to optimize visual perception on existing hardware
- Neural rendering: Adapting content based on perceptual models of human vision
- Personalized calibration: Systems that adapt to individual visual characteristics
- Biological considerations: Designs that better account for how the human visual system processes artificial depth cues[12]
See Also
- Vergence-accommodation conflict
- Stereoscopic display
- Varifocal display
- Light field display
- Eye tracking
- Foveated rendering
- Holographic display
References
- ↑ Kramida, G. (2016). "Resolving the Vergence-Accommodation Conflict in Head-Mounted Displays". IEEE Transactions on Visualization and Computer Graphics, 22(7), 1912-1931.
- ↑ 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.
- ↑ Shibata, T., Kim, J., Hoffman, D. M., & Banks, M. S. (2011). "The zone of comfort: Predicting visual discomfort with stereo displays". Journal of Vision, 11(8), 11.
- ↑ Koulieris, G. A., Bui, B., Banks, M. S., & Drettakis, G. (2017). "Accommodation and comfort in head-mounted displays". ACM Transactions on Graphics, 36(4), 1-11.
- ↑ Konrad, R., Angelopoulos, A., & Wetzstein, G. (2020). "Gaze-contingent Ocular Parallax Rendering for Virtual Reality". ACM Transactions on Graphics, 39(2), 10:1-10:12.
- ↑ Kim, J., Kane, D., & Banks, M. S. (2014). "The rate of change of vergence–accommodation conflict affects visual discomfort". Vision Research, 105, 159-165.
- ↑ Dunn, D., Tippets, C., Torell, K., Kellnhofer, P., Akşit, K., Didyk, P., Myszkowski, K., Luebke, D., & Fuchs, H. (2017). "Wide Field Of View Varifocal Near-Eye Display Using See-Through Deformable Membrane Mirrors". IEEE Transactions on Visualization and Computer Graphics, 23(4), 1322-1331.
- ↑ Mercier, O., Sulai, Y., Mackenzie, K., Zannoli, M., Hillis, J., Nowrouzezahrai, D., & Lanman, D. (2017). "Fast Gaze-contingent Optimal Decompositions for Multifocal Displays". ACM Transactions on Graphics, 36(6), 237:1-237:15.
- ↑ 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), 60:1-60:12.
- ↑ Aksit, K., Lopes, W., Kim, J., Shirley, P., & Luebke, D. (2017). "Near-Eye Varifocal Augmented Reality Display Using See-Through Screens". ACM Transactions on Graphics, 36(6), 189:1-189:13.
- ↑ Guttentag, D. A. (2010). "Virtual reality: Applications and implications for tourism". Tourism Management, 31(5), 637-651.
- ↑ Chang, J., Kim, Y., Stengel, M., Padmanaban, N., Lange, R., & Wetzstein, G. (2023). "Towards Perceptually Optimized Varifocal Near-Eye Displays". IEEE Transactions on Visualization and Computer Graphics, 29(5), 2315-2325.