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. | ||
− | Transparent near-eye displays consist of an image generator | + | Transparent near-eye displays consist of an image generator (such as an LCOS microprojector) and an [[optical combiner]].<ref name="o398">{{cite web | last=User | first=Super | title=Near-Eye Display: Basics | website=Home | url=https://www.optecks.com/Portal/index.php/knowledge-center/near-eye-display-root/near-1 | access-date=2025-01-25}}</ref> |
==Factors== | ==Factors== |
Revision as of 03:57, 27 February 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 displays.
It can be used in a stereoscopic pair for example in a VR headset. Two near-eye displays are used in VR headsets, one for each eye.
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.
Transparent near-eye displays consist of an image generator (such as an LCOS microprojector) and an optical combiner.[1]
Factors
- Pupil size (Eyebox size)
- Flicker