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* '''[[Multifocal display|Multifocal Displays]]:''' These designs present images on multiple distinct focal planes simultaneously or in rapid succession, allowing the eye to focus more naturally on the plane closest to the target object's depth<ref name="MultifocalDisplays">Mercier, T., Ito, Y., & Kawahito, S. (2017). Multi-focal augmented reality display using time-multiplexed focal planes. ''Optics Express, 25''(23), 28633-28645. doi:10.1364/OE.25.028633</ref>.
* '''[[Multifocal display|Multifocal Displays]]:''' These designs present images on multiple distinct focal planes simultaneously or in rapid succession, allowing the eye to focus more naturally on the plane closest to the target object's depth<ref name="MultifocalDisplays">Mercier, T., Ito, Y., & Kawahito, S. (2017). Multi-focal augmented reality display using time-multiplexed focal planes. ''Optics Express, 25''(23), 28633-28645. doi:10.1364/OE.25.028633</ref>.
* '''[[Light field display|Light Field Displays]]:''' These advanced displays aim to replicate the way light rays travel in the real world, providing correct focus cues by presenting slightly different information depending on the viewing angle and position of the pupil. The eye can then potentially focus naturally at different depths within the captured light field<ref name="LightfieldVR">Lanman, D., & Luebke, D. (2013). Near-eye light field displays. ''ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2013, 32''(6), Article 220, 1–10. doi:10.1145/2508363.2508364</ref>.
* '''[[Light field display|Light Field Displays]]:''' These advanced displays aim to replicate the way light rays travel in the real world, providing correct focus cues by presenting slightly different information depending on the viewing angle and position of the pupil. The eye can then potentially focus naturally at different depths within the captured light field<ref name="LightfieldVR">Lanman, D., & Luebke, D. (2013). Near-eye light field displays. ''ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2013, 32''(6), Article 220, 1–10. doi:10.1145/2508363.2508364</ref>.
* '''[[Holographic display|Holographic Displays]]:''' True holographic displays reconstruct the [[wavefront]] of light from the virtual scene, which would inherently contain all necessary focus cues, potentially eliminating the VAC entirely. This remains a significant technical challenge for near-eye displays<ref name="Maimone2017"/>.
* '''[[Holographic display|Holographic Displays]]:''' True holographic displays reconstruct the [[wavefront]] of light from the virtual scene, which would inherently contain all necessary focus cues, potentially eliminating the VAC entirely. This remains a significant technical challenge for near-eye displays<ref name="PancakeOptics"/>.


While flat focus remains the dominant approach in current consumer VR/AR due to its practicality, ongoing advancements in these alternative display and optical technologies promise future HMDs with more natural and comfortable visual experiences.
While flat focus remains the dominant approach in current consumer VR/AR due to its practicality, ongoing advancements in these alternative display and optical technologies promise future HMDs with more natural and comfortable visual experiences.