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A near-eye lightfield display may be paired with a computer system that automatically updates the rendering viewpoint according to positional and orientational sensor data, such as a [[virtual reality]] system or [[augmented reality]].
A near-eye lightfield display may be paired with a computer system that automatically updates the rendering viewpoint according to positional and orientational sensor data, such as a [[virtual reality]] system or [[augmented reality]].
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There may be a human visual system response similar to the [[vestibulo-ocular reflex]] in a system without positional tracking that can be counteracted using a long focal distance for something that is displayed. This concept can be built into a software system that has an IMU attached by disabling the nearest parts of the image if the head moves, to avoid VOR discomfort.
Near-eye light field displays introduce a light-field-based approach to NEDs. This allows for thinner and lighter HMDs capable of depicting accurate accommodation, convergence, and binocular-disparity [[depth cue]]s. The two human eyes perceive the world slightly differently. In the same way, light rays that enter the pupil at different location will encode a slightly different picture of the world being observed <ref name=”3”>Stanford University. Near-Eye Light Field Displays. Retrieved from https://talks.stanford.edu/douglas-lanman-near-eye-light-field-displays/</ref><ref name=”4”> Fattal, D. (2016). The ultimate guide to 3D technologies. Retrieved from https://thenextweb.com/insider/2016/04/23/guide-to-3d-tech/#</ref>. A light field is composed of all the light rays at every point in space travelling in every direction. It is a 4D data, since every point in three-dimensional space is attributed a direction. This concept came about in the 1990s as a solution to problems in computer graphics and vision <ref name=”5”> LightField Forum. Refocus your Eyes: Nvidia presents Near-Eye Light Field Display Prototype. Retrieved from http://lightfield-forum.com/2013/07/refocus-your-eyes-nvidia-presents-near-eye-light-field-display-prototype/</ref>. Near-eye light field displays must independently render light rays that are coming from every direction through every point in space in order to trigger accommodation. Sharp images from out-of-focus display elements are depicted by synthesizing these light fields that correspond to virtual scenes located within the viewer’s natural accommodation range (Figure 1). Lanman and Luebke (2013) mention that “conventional displays are intended to emit light isotropically. In contrast, a light field display supports the control of tightly-clustered bundles of light rays, modulating radiance as a function of position and direction across its surface.”<ref name=”2”>Lanman, D. and Luebke, D. (2013). Near-Eye Light Field Displays. ACM Transactions on Graphics, 32(6)</ref><ref name=”3”></ref><ref name=”4”></ref>
Near-eye light field displays introduce a light-field-based approach to NEDs. This allows for thinner and lighter HMDs capable of depicting accurate accommodation, convergence, and binocular-disparity [[depth cue]]s. The two human eyes perceive the world slightly differently. In the same way, light rays that enter the pupil at different location will encode a slightly different picture of the world being observed <ref name=”3”>Stanford University. Near-Eye Light Field Displays. Retrieved from https://talks.stanford.edu/douglas-lanman-near-eye-light-field-displays/</ref><ref name=”4”> Fattal, D. (2016). The ultimate guide to 3D technologies. Retrieved from https://thenextweb.com/insider/2016/04/23/guide-to-3d-tech/#</ref>. A light field is composed of all the light rays at every point in space travelling in every direction. It is a 4D data, since every point in three-dimensional space is attributed a direction. This concept came about in the 1990s as a solution to problems in computer graphics and vision <ref name=”5”> LightField Forum. Refocus your Eyes: Nvidia presents Near-Eye Light Field Display Prototype. Retrieved from http://lightfield-forum.com/2013/07/refocus-your-eyes-nvidia-presents-near-eye-light-field-display-prototype/</ref>. Near-eye light field displays must independently render light rays that are coming from every direction through every point in space in order to trigger accommodation. Sharp images from out-of-focus display elements are depicted by synthesizing these light fields that correspond to virtual scenes located within the viewer’s natural accommodation range (Figure 1). Lanman and Luebke (2013) mention that “conventional displays are intended to emit light isotropically. In contrast, a light field display supports the control of tightly-clustered bundles of light rays, modulating radiance as a function of position and direction across its surface.”<ref name=”2”>Lanman, D. and Luebke, D. (2013). Near-Eye Light Field Displays. ACM Transactions on Graphics, 32(6)</ref><ref name=”3”></ref><ref name=”4”></ref>
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With the [[Oculus Rift]], the commercial interest in HMDs increased. Indeed, over the last few years interest in VR has been increasing, both by researchers as well as consumers. NED technology has a vast range of applications besides gaming and entertainment. It can be applied in education, teleconferencing, scientific visualization, training and simulation, phobia treatment, and surgical training, for example. Immersive VR has also been shown to be effective in the treatment of post-traumatic stress disorder. For the continuing development of VR. It is essential to have a visually comfortable experience, such as diminishing the vergence-accommodation conflict that occurs in most HMDs. The improvement of light field displays is a path to the creation of better and more visually comfortable headsets <ref name=”2”></ref><ref name=”7”></ref><ref name=”8”> Huang, Fu-Chung, Chen, K. and Wetzstein, G. (2015). The Light Field Stereoscope | SIGGRAPH 2015. Retrieved from http://www.computationalimaging.org/publications/the-light-field-stereoscope/</ref>. Huang et al. (2015) wrote that “correct or nearly correct focus cues significantly improve stereoscopic correspondence matching, 3D shape perception becomes more veridical, and people can discriminate different depths better. Vergence and accommodation cues are neurally coupled in the human brain; it seems intuitive that displays supporting all depth cues improve visual comfort and performance in long-term experiences.” <ref name=”7”></ref>
With the [[Oculus Rift]], the commercial interest in HMDs increased. Indeed, over the last few years interest in VR has been increasing, both by researchers as well as consumers. NED technology has a vast range of applications besides gaming and entertainment. It can be applied in education, teleconferencing, scientific visualization, training and simulation, phobia treatment, and surgical training, for example. Immersive VR has also been shown to be effective in the treatment of post-traumatic stress disorder. For the continuing development of VR. It is essential to have a visually comfortable experience, such as diminishing the vergence-accommodation conflict that occurs in most HMDs. The improvement of light field displays is a path to the creation of better and more visually comfortable headsets <ref name=”2”></ref><ref name=”7”></ref><ref name=”8”> Huang, Fu-Chung, Chen, K. and Wetzstein, G. (2015). The Light Field Stereoscope | SIGGRAPH 2015. Retrieved from http://www.computationalimaging.org/publications/the-light-field-stereoscope/</ref>. Huang et al. (2015) wrote that “correct or nearly correct focus cues significantly improve stereoscopic correspondence matching, 3D shape perception becomes more veridical, and people can discriminate different depths better. Vergence and accommodation cues are neurally coupled in the human brain; it seems intuitive that displays supporting all depth cues improve visual comfort and performance in long-term experiences.” <ref name=”7”></ref>
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There may be a human visual system response similar to the [[vestibulo-ocular reflex]] in a system without positional tracking that can be counteracted using a long focal distance for something that is displayed. This concept can be built into a software system that has an IMU attached by disabling the nearest parts of the image if the head moves, to avoid VOR discomfort.
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==Specifications==
==Specifications==