Light field display: Difference between revisions
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RealEditor (talk | contribs) 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 | * '''[[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. | * '''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. | ||