Future VR/AR display technology: light field vision technology

What do you feel when you walk through a window? Maybe it's a colorful view from the window, maybe it's a cool breeze, but most importantly, what you see in the front and left and right angles of the window is very different.

So, if you just passed the window, but a TV set?

Of course, the current TV set can't achieve this kind of experience – because it's just a pure 2D plane. To make the TV really realize the "window" feeling, we must rely on the "light field" display technology we are going to introduce today. This is also likely to be the display technology of VR/AR in the future.

What is the "light field"?

As is well known, the displayed picture is composed of individual pixels, and the density of the pixels determines the fineness of the picture. And if each pixel has more than one color, it can be realized, and depending on the viewing angle, the color is also different. This is the most basic point of holographic imaging technology.

This is also the means by which the light field is implemented for moving images. The reason why it is called "field" is because for a camera that shoots a light field, every pixel must capture the light that hits each pixel from every direction, not just the light in front.

The angular size of the light field display may be more limited. So the ideal solution is probably a window-like TV like the one at the beginning of this article. But as a result, the resolution will increase several times.

Imagine that no matter how scattered the viewing angle is, you need to achieve full resolution - this will consume huge video bandwidth, in the 180 degree field of view, with an average viewing distance, support different angles between the two eyes portrait. At the moment, we are far from providing this level of bandwidth, which may require hundreds or even thousands of times today.

What is the traditional VR display?

The Oculus Rift or HTC Vive VR helmet creates an artificial image, but by using visual cues, it gives a deep impression. such as:

Binocular Aberration or Stereo Vision: The images seen by the user's left and right eyes are somewhat different, so when the brain processes the two images, you can feel the depth.

Motion parallax: When the user moves the head from side to side, the lateral movement closer to the user's line of sight is faster than in the distance. This is how the VR helmet deceives the human brain, and people believe that there is "farness and nearness" in the scene.

Binocular occlusion: Objects that are in the foreground in the scene, and objects that are in front of other objects appear to be closer together, resulting in a simple relative distance level. If the occlusion of each eye is different, the human brain will think that there is depth.

Visual Axis: When staring at something, the closer the object is, the more the eye has to keep it in the center of the field of view. But if something is at an infinite distance in the distance, the eye must diverge and turn. This action gives the brain the data it needs to calculate the distance of the object.

Most heads show no clues to focus. The entire scene is always focused, as the scene is displayed on a flat screen at the same distance from the user's eyes. But the eyes will also cohesive and dissipate to the point where attention is drawn because of a part of the changing stereo image.

In this process, the brain does not feel good. This process called "sight-axis focusing" will cause "visual discomfort, loss of image quality, dizziness, headache and eye fatigue."

So, which companies are doing this?

NVIDIA is working with Stanford University to develop a new type of display technology. Known as the "light field stereoscopic" technology, this technology uses a dual display that consists of two LCD panels that are 5 mm apart. A VR helmet will transform each image into scattered light through a microlens array and track and display the source and destination of each light. As a result, the human eye will be more likely to position the focus cues at different depths.

The other is Magic Leap, who threatened to let the user's eyes, in addition to virtual images, handle the light in the real world.

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