Flat focus
Flat Focus
Flat focus (also known as uniform focus) is an optical phenomenon in virtual reality and augmented reality systems where all elements in a virtual scene appear to be in focus at the same distance, regardless of their simulated depth in the virtual environment. This creates a perceptual conflict with how human vision naturally works, where objects at different distances require different focal adjustments by the eye.[1]
Technical Background
In natural human vision, the eyes perform two key operations when looking at objects at different distances:
- Vergence - the rotation of the eyes toward or away from each other to converge on a target
- Accommodation - the adjustment of the eye's lens to focus on objects at different distances
These processes are neurologically linked through the vergence-accommodation reflex. In conventional VR and AR displays, flat focus occurs because the physical display panel remains at a fixed focal distance from the eyes (typically 1.5-2 meters for most head-mounted displays), while stereoscopic techniques create the illusion of depth through different images presented to each eye.[2]
The Vergence-Accommodation Conflict
The disparity between where the eyes converge (vergence) and where they focus (accommodation) in flat focus displays is known as the vergence-accommodation conflict (VAC). This mismatch occurs because:
- The eyes rotate (vergence) to converge on virtual objects that appear at different depths
- The eyes must maintain focus (accommodation) at the fixed physical distance of the display panel
This conflict can lead to visual discomfort, fatigue, eyestrain, and reduced performance in extended VR/AR sessions.[3]
Implementation in VR/AR Systems
Conventional Approaches
Most commercial VR and AR systems utilize flat focus displays with the following characteristics:
- Fixed focal planes (typically LCD, OLED, or microLED displays)
- Stereoscopic rendering to create the perception of depth
- Binocular disparity cues that stimulate vergence eye movements
- Visual depth cues like motion parallax, perspective, and occlusion
These systems prioritize convincing stereoscopic depth perception while accepting the limitations of flat focus.[4]
Content Design Considerations
Content designers for flat focus displays often employ techniques to minimize discomfort:
- Maintaining important interactive elements within a comfortable depth range
- Avoiding rapid depth transitions that require quick accommodation changes
- Using depth of field blur effects to mimic natural focus cues
- Implementing foveated rendering to match natural visual acuity distribution[5]
Challenges and Limitations
Flat focus in VR/AR systems presents several challenges:
- Visual fatigue: Extended use can cause eyestrain, headaches, and nausea
- Depth perception accuracy: Users often misjudge distances in virtual environments
- Focus switching: Transitioning between real and virtual content in AR is particularly challenging
- Individual differences: Interpupillary distance (IPD) and other physiological factors affect how users experience flat focus displays
- Content limitations: Certain types of detailed work requiring precise focus are difficult to implement[6]
Advanced Solutions
Several technologies are being developed to address the limitations of flat focus:
Varifocal Displays
Varifocal displays dynamically adjust the focal distance of the entire display to match the user's gaze point:
- Mechanical systems that physically move display panels
- Liquid lenses that change focal length through electrical stimulation
- Integration with eye tracking to determine where the user is looking[7]
Multifocal Displays
Multifocal displays present multiple focal planes simultaneously:
- Stacked transparent displays at different physical distances
- Time-multiplexed focal planes using high-speed display switching
- Focus-tunable optical elements to create multiple focal planes[8]
Light Field Displays
Light field displays reproduce the full 4D light field, enabling natural focus at different depths:
- Microlens arrays to project different images in different directions
- Holographic displays that reconstruct wavefronts of light
- Near-eye light field displays specifically designed for head-mounted applications[9]
Focal Surface Displays
Focal surface displays create continuous focal surfaces that match the 3D geometry of virtual content:
- Spatially varying optical elements
- Deformable membrane mirrors
- Phase-only spatial light modulators[10]
Applications
Flat focus displays remain the standard in most current VR/AR applications:
Gaming and Entertainment
- Video games with moderate depth complexity
- 360° video experiences
- Virtual cinematic experiences
Training and Simulation
- Professional training scenarios with limited depth interaction
- Virtual walkthroughs of architectural spaces
- Medical visualization for educational purposes
Productivity
- Virtual desktop environments
- 3D modeling with depth constraints
- Collaborative virtual workspaces[11]
Future Developments
The future of flat focus and its alternatives in VR/AR is evolving in several directions:
- Hybrid solutions: Combining multiple technologies to address different aspects of the vergence-accommodation conflict
- Computational displays: Using advanced algorithms to optimize visual perception on existing hardware
- Neural rendering: Adapting content based on perceptual models of human vision
- Personalized calibration: Systems that adapt to individual visual characteristics
- Biological considerations: Designs that better account for how the human visual system processes artificial depth cues[12]
See Also
- Vergence-accommodation conflict
- Stereoscopic display
- Varifocal display
- Light field display
- Eye tracking
- Foveated rendering
- Holographic display
References
- ↑ Kramida, G. (2016). "Resolving the Vergence-Accommodation Conflict in Head-Mounted Displays". IEEE Transactions on Visualization and Computer Graphics, 22(7), 1912-1931.
- ↑ Hoffman, D. M., Girshick, A. R., Akeley, K., & Banks, M. S. (2008). "Vergence–accommodation conflicts hinder visual performance and cause visual fatigue". Journal of Vision, 8(3), 33.
- ↑ Shibata, T., Kim, J., Hoffman, D. M., & Banks, M. S. (2011). "The zone of comfort: Predicting visual discomfort with stereo displays". Journal of Vision, 11(8), 11.
- ↑ Koulieris, G. A., Bui, B., Banks, M. S., & Drettakis, G. (2017). "Accommodation and comfort in head-mounted displays". ACM Transactions on Graphics, 36(4), 1-11.
- ↑ Konrad, R., Angelopoulos, A., & Wetzstein, G. (2020). "Gaze-contingent Ocular Parallax Rendering for Virtual Reality". ACM Transactions on Graphics, 39(2), 10:1-10:12.
- ↑ Kim, J., Kane, D., & Banks, M. S. (2014). "The rate of change of vergence–accommodation conflict affects visual discomfort". Vision Research, 105, 159-165.
- ↑ Dunn, D., Tippets, C., Torell, K., Kellnhofer, P., Akşit, K., Didyk, P., Myszkowski, K., Luebke, D., & Fuchs, H. (2017). "Wide Field Of View Varifocal Near-Eye Display Using See-Through Deformable Membrane Mirrors". IEEE Transactions on Visualization and Computer Graphics, 23(4), 1322-1331.
- ↑ Mercier, O., Sulai, Y., Mackenzie, K., Zannoli, M., Hillis, J., Nowrouzezahrai, D., & Lanman, D. (2017). "Fast Gaze-contingent Optimal Decompositions for Multifocal Displays". ACM Transactions on Graphics, 36(6), 237:1-237:15.
- ↑ Huang, F. C., Chen, K., & Wetzstein, G. (2015). "The Light Field Stereoscope: Immersive Computer Graphics via Factored Near-Eye Light Field Displays with Focus Cues". ACM Transactions on Graphics, 34(4), 60:1-60:12.
- ↑ Aksit, K., Lopes, W., Kim, J., Shirley, P., & Luebke, D. (2017). "Near-Eye Varifocal Augmented Reality Display Using See-Through Screens". ACM Transactions on Graphics, 36(6), 189:1-189:13.
- ↑ Guttentag, D. A. (2010). "Virtual reality: Applications and implications for tourism". Tourism Management, 31(5), 637-651.
- ↑ Chang, J., Kim, Y., Stengel, M., Padmanaban, N., Lange, R., & Wetzstein, G. (2023). "Towards Perceptually Optimized Varifocal Near-Eye Displays". IEEE Transactions on Visualization and Computer Graphics, 29(5), 2315-2325.