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Light field display: Difference between revisions

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Looking Glass Factory and Leia DO NOT and NEVER HAVE made REAL light field displays. It is false advertising.
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Creating content compatible with LFDs requires capturing or generating directional view information:
Creating content compatible with LFDs requires capturing or generating directional view information:
* '''[[Light Field Camera|Light Field Cameras]] / [[Plenoptic Camera|Plenoptic Cameras]]:''' Capture both intensity and direction of incoming light using specialized sensors (often with MLAs).<ref name="WetzsteinPlenoptic"/> The captured data can be processed for LFD playback.
* '''[[Light Field Camera|Light Field Cameras]] / [[Plenoptic Camera|Plenoptic Cameras]]:''' Capture both intensity and direction of incoming light using specialized sensors (often with MLAs).<ref name="WetzsteinPlenoptic"/> The captured data can be processed for LFD playback.
* '''[[Computer Graphics]] Rendering:''' Standard 3D scenes built in engines like [[Unity (game engine)|Unity]] or [[Unreal Engine]] can be rendered from multiple viewpoints to generate the necessary data.<ref name="ForbesLightField"/><ref name="LookingGlassSoftware"/> Specialized light field rendering techniques, potentially using [[Ray tracing (graphics)|ray tracing]] or neural methods like [[Neural Radiance Fields]] (NeRF), are employed.<ref name="ForbesLightField"/><ref name="Mildenhall2020NeRF">Mildenhall, B., Srinivasan, P. P., Tancik, M., Barron, J. T., Ramamoorthi, R., & Ng, R. (2020). NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis. European Conference on Computer Vision (ECCV), 405-421. doi:10.1007/978-3-030-58452-8_24</ref>
* '''[[Computer Graphics]] Rendering:''' Standard 3D scenes built in engines like [[Unity (game engine)|Unity]] or [[Unreal Engine]] can be rendered from multiple viewpoints to generate the necessary data.<ref name="ForbesLightField"/> Specialized light field rendering techniques, potentially using [[Ray tracing (graphics)|ray tracing]] or neural methods like [[Neural Radiance Fields]] (NeRF), are employed.<ref name="ForbesLightField"/><ref name="Mildenhall2020NeRF">Mildenhall, B., Srinivasan, P. P., Tancik, M., Barron, J. T., Ramamoorthi, R., & Ng, R. (2020). NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis. European Conference on Computer Vision (ECCV), 405-421. doi:10.1007/978-3-030-58452-8_24</ref>
* '''[[Photogrammetry]] and 3D Scanning:''' Real-world objects/scenes captured as 3D models can serve as input for rendering light field views.
* '''[[Photogrammetry]] and 3D Scanning:''' Real-world objects/scenes captured as 3D models can serve as input for rendering light field views.
* '''[[Focal Stack]] Conversion:''' Research explores converting image stacks captured at different focal depths into light field representations, particularly for multi-layer displays.<ref name="WetzsteinTensor"/>
* '''[[Focal Stack]] Conversion:''' Research explores converting image stacks captured at different focal depths into light field representations, particularly for multi-layer displays.<ref name="WetzsteinTensor"/>
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* '''Limited Field of View (FoV):''' Achieving wide FoV comparable to traditional VR headsets while maintaining high angular resolution is challenging.<ref name="Lanman2020NearEyeCourse"/>
* '''Limited Field of View (FoV):''' Achieving wide FoV comparable to traditional VR headsets while maintaining high angular resolution is challenging.<ref name="Lanman2020NearEyeCourse"/>
* '''Brightness and Efficiency:''' Techniques like MLAs and parallax barriers inherently block or redirect light, reducing overall display brightness and power efficiency.
* '''Brightness and Efficiency:''' Techniques like MLAs and parallax barriers inherently block or redirect light, reducing overall display brightness and power efficiency.
* '''Content Ecosystem:''' The workflow for creating, distributing, and viewing native light field content is still developing compared to standard 2D or stereoscopic 3D.<ref name="LookingGlassSoftware"/>
* '''Content Ecosystem:''' The workflow for creating, distributing, and viewing native light field content is still developing compared to standard 2D or stereoscopic 3D, due to no consumer lightfield hardware.
* '''Visual Artifacts:''' Potential issues include [[Moiré pattern|moiré]] effects (from periodic structures like MLAs), ghosting/crosstalk between views, and latency.
* '''Visual Artifacts:''' Potential issues include [[Moiré pattern|moiré]] effects (from periodic structures like MLAs), ghosting/crosstalk between views, and latency.