Difference between revisions of "Near-eye display"
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Near-eye displays classically are driven using a two-dimensional array of pixels, similar to a traditional screen. However, to have a full 3D visual experience, a near eye display must display a light field, or at least more focal cues. | Near-eye displays classically are driven using a two-dimensional array of pixels, similar to a traditional screen. However, to have a full 3D visual experience, a near eye display must display a light field, or at least more focal cues. | ||
+ | |||
+ | ==Factors== | ||
+ | * Pupil size (Eyebox size) | ||
+ | * Flicker | ||
+ | |||
+ | ==See also== | ||
+ | * [[Virtual retinal display]] | ||
==References== | ==References== |
Revision as of 19:10, 25 January 2025
A near-eye display is a visual display that is near the eye. It can be in pairs, so that the left and right eye each see their own near-eye display.
It can be used in a stereoscopic pair for example in a VR headset. Two near-eye diplays are used in VR headsets, one for each eye.
Google Glass uses only one near eye display, meaning it is monocular.
Near-eye displays can be classified in a number of ways. The most common types of near-eye display are transparent head-up displays (HUDs) and VR headset displays. The VR headset displays are typically opaque, meaning they block out the light from behind it.
Near-eye displays classically are driven using a two-dimensional array of pixels, similar to a traditional screen. However, to have a full 3D visual experience, a near eye display must display a light field, or at least more focal cues.
Factors
- Pupil size (Eyebox size)
- Flicker