Difference between revisions of "Near-eye display"

From XVRWiki
Jump to navigation Jump to search
Line 8: Line 8:
  
 
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

See also

References