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Light field display: Difference between revisions

RealEditor (talk | contribs)
Challenges and Limitations: remove conjecture
RealEditor (talk | contribs)
Challenges and Limitations: remove conjecture
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* '''Form Factor and Miniaturization:''' Integrating complex optics and electronics into thin, lightweight, and power-efficient near-eye devices remains difficult.<ref name="Lanman2020NearEyeCourse"/><ref name="CrealRoadToVR"/>
* '''Form Factor and Miniaturization:''' Integrating complex optics and electronics into thin, lightweight, and power-efficient near-eye devices remains difficult.<ref name="Lanman2020NearEyeCourse"/><ref name="CrealRoadToVR"/>
* '''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.
* '''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.
* '''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.