Difference between revisions of "Lens array-based light field display"

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Each microlens has multiple pixels underneath it. Each pixel generates a ray that has a unique origin and angle when it comes out of a microlens.<ref name="f364"/>
 
Each microlens has multiple pixels underneath it. Each pixel generates a ray that has a unique origin and angle when it comes out of a microlens.<ref name="f364"/>
  
Two lenticular sheets with the lenticular pattern perpendicular to each other can be used to emulate a microlens array.<ref>https://www.jsr.org/hs/index.php/path/article/download/5965/2712/39803</ref>
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Two [[lenticular sheet]]s with the lenticular pattern perpendicular to each other can be used to emulate a microlens array.<ref>https://www.jsr.org/hs/index.php/path/article/download/5965/2712/39803</ref>
 
 
  
 
The spatial resolution of a simultaneous light field display is proportional to the ratio of the microlens focal length to the distance of the display from the eye.<ref name="w353">{{cite web | title= | url=https://research.nvidia.com/sites/default/files/pubs/2013-11_Near-Eye-Light-Field/NVIDIA-NELD.pdf | access-date=2024-07-09}}</ref>
 
The spatial resolution of a simultaneous light field display is proportional to the ratio of the microlens focal length to the distance of the display from the eye.<ref name="w353">{{cite web | title= | url=https://research.nvidia.com/sites/default/files/pubs/2013-11_Near-Eye-Light-Field/NVIDIA-NELD.pdf | access-date=2024-07-09}}</ref>

Revision as of 10:45, 13 September 2024

A microlens-based light field display is a type of 3D display that uses microlenses to show a light field. It is a type of light field display.

It can be near-eye or far-eye.

Its input is light field data.

The primary function of a microlens-based light field display is the depth capability. The secondary function is the range of viewpoints.

Examples

FoVI3D developed these.[1]

FoVI3D made displays that tiled underlying flat microdisplays.[1]

Doug Lanman developed a near-eye display with microlenses at NVIDIA in the year +2012.

Douglas Lanman's Nvidia near eye display

Douglas Lanman's NVIDIA research publication's display used two Sony ECX332A OLED microdisplays as the light sources.[2]

It used microlenses from a Fresnel Technologies #630 rectangular plano-convex microlens sheet.[2] The microlenses had a focal length of 3.3 millimeters and lens width of 1.0 millimeters. The microlenses were oriented with the planar surface facing the viewer.[2]

It was demonstrated at SIGGRAPH 2013.[3]

A copy of the project was made in about the year +2015 by Richard Assar, who used the same components as the original project.[4]

Construction

A microlens-based light field display is based on an underlying 2D flat panel display. There is a grid of microlenses on top of the display.

Each microlens has multiple pixels underneath it. Each pixel generates a ray that has a unique origin and angle when it comes out of a microlens.[1]

Two lenticular sheets with the lenticular pattern perpendicular to each other can be used to emulate a microlens array.[5]

The spatial resolution of a simultaneous light field display is proportional to the ratio of the microlens focal length to the distance of the display from the eye.[2]

An optical element to block the cross talk from one microlens to the next is called a baffle.[1]

References