Near-eye light field display: Difference between revisions
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* '''NVIDIA / UNC Holographic HMD (2017):''' Researchers from NVIDIA and the University of North Carolina demonstrated a holographic near-eye display using a high-resolution (2k x 2k) phase-only SLM. It achieved real-time hologram synthesis on a GPU at 90 Hz over an 80° FoV, showcasing the potential of holography for accurate wavefront reconstruction and focus cues, while also highlighting the associated computational challenges and speckle issues.<ref name="Maimone2017" /> | * '''NVIDIA / UNC Holographic HMD (2017):''' Researchers from NVIDIA and the University of North Carolina demonstrated a holographic near-eye display using a high-resolution (2k x 2k) phase-only SLM. It achieved real-time hologram synthesis on a GPU at 90 Hz over an 80° FoV, showcasing the potential of holography for accurate wavefront reconstruction and focus cues, while also highlighting the associated computational challenges and speckle issues.<ref name="Maimone2017" /> | ||
* '''Avegant Light Field Technology (2017 onwards):''' Avegant demonstrated mixed reality display prototypes based on providing multiple simultaneous focal planes (reportedly 2–3 planes) within an approximately 40° FoV, aiming to address VAC in AR.<ref name="AvegantBlog2017">Avegant (2017, March 16). Avegant Introduces Light Field Technology For Mixed Reality Experiences. PR Newswire. https://www.prnewswire.com/news-releases/avegant-introduces-light-field-technology-for-mixed-reality-300423855.html</ref> | * '''Avegant Light Field Technology (2017 onwards):''' Avegant demonstrated mixed reality display prototypes based on providing multiple simultaneous focal planes (reportedly 2–3 planes) within an approximately 40° FoV, aiming to address VAC in AR.<ref name="AvegantBlog2017">Avegant (2017, March 16). Avegant Introduces Light Field Technology For Mixed Reality Experiences. PR Newswire. https://www.prnewswire.com/news-releases/avegant-introduces-light-field-technology-for-mixed-reality-300423855.html</ref> | ||
* '''[[Magic Leap]] One (2018):''' Launched as the "Creator Edition", this was the first widely marketed commercial AR HMD explicitly referencing lightfield concepts (using the term "photonic lightfield chip"). Its actual implementation relied on [[Waveguide (optics)|waveguides]] presenting imagery at two fixed focal planes (approximately 0.5m and infinity), offering a limited form of multifocal display rather than a full lightfield, over a diagonal FoV of about 50°.<ref name="MagicLeapSpecs">Hamilton, I. (2018, August 15). Magic Leap One Creator | * '''[[Magic Leap]] One (2018):''' Launched as the "Creator Edition", this was the first widely marketed commercial AR HMD explicitly referencing lightfield concepts (using the term "photonic lightfield chip"). Its actual implementation relied on [[Waveguide (optics)|waveguides]] presenting imagery at two fixed focal planes (approximately 0.5m and infinity), offering a limited form of multifocal display rather than a full lightfield, over a diagonal FoV of about 50°.<ref name="MagicLeapSpecs">Hamilton, I. (2018, August 15). Magic Leap One Creator Edition-In‑depth review. ''UploadVR''. Archived at https://web.archive.org/web/20180816062346/https://uploadvr.com/magic-leap-one-review/</ref> | ||
* '''[[Meta Reality Labs Research]] Half-Dome Series (2018-2020):''' Meta (formerly Facebook) showcased a series of advanced varifocal VR research prototypes. Half-Dome 1 used mechanical actuation to move the display. Half-Dome 3 employed an electronic solution using a stack of liquid crystal lenses capable of rapidly switching between 64 discrete focal planes, combined with [[eye tracking]] to present the correct focus based on gaze, achieving a wide FoV (~140°).<ref name="AbrashBlog2019">Abrash, M. (2019, September 25). Oculus Connect 6 Keynote [Video]. YouTube. Retrieved from https://www.youtube.com/watch?v=7YIGT13bdXw (Relevant discussion on Half-Dome prototypes)</ref> | * '''[[Meta Reality Labs Research]] Half-Dome Series (2018-2020):''' Meta (formerly Facebook) showcased a series of advanced varifocal VR research prototypes. Half-Dome 1 used mechanical actuation to move the display. Half-Dome 3 employed an electronic solution using a stack of liquid crystal lenses capable of rapidly switching between 64 discrete focal planes, combined with [[eye tracking]] to present the correct focus based on gaze, achieving a wide FoV (~140°).<ref name="AbrashBlog2019">Abrash, M. (2019, September 25). Oculus Connect 6 Keynote [Video]. YouTube. Retrieved from https://www.youtube.com/watch?v=7YIGT13bdXw (Relevant discussion on Half-Dome prototypes)</ref> | ||
* '''CREAL (2020 onwards):''' This Swiss startup focuses on developing compact lightfield display engines, primarily for AR glasses. Their approach often involves time-multiplexed projection (using sources like micro-LEDs) or scanning combined with holographic combiners to generate many views, aiming for continuous focus cues (for example 0.15m to infinity demonstrated) within a ~50-60° FoV in a form factor suitable for eyeglasses.<ref name="CrealWebsite">CREAL (n.d.). Technology. Retrieved from https://creal.com/technology/</ref> | * '''CREAL (2020 onwards):''' This Swiss startup focuses on developing compact lightfield display engines, primarily for AR glasses. Their approach often involves time-multiplexed projection (using sources like micro-LEDs) or scanning combined with holographic combiners to generate many views, aiming for continuous focus cues (for example 0.15m to infinity demonstrated) within a ~50-60° FoV in a form factor suitable for eyeglasses.<ref name="CrealWebsite">CREAL (n.d.). Technology. Retrieved from https://creal.com/technology/</ref> |