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NVIDIA showed a revision of its light field prototype during the Virtual Reality LA Expo of 2016, in Southern California. The unit was attached to a desktop PC equipped with a Maxwell-based GPU. To compute the light fields images in real-time, NVIDIA used an algorithm based on its CUDA parallel programming language for GPUs. Still in collaboration with Stanford University, the new prototype eliminates the headphone requirement with a VR headset design that does not produce motion sickness side effects. The light field stereoscope uses two layered displays with back-to-back LCD panels. These are in-between a backlight and two circular viewing lenses (Figure 5). The gadget creates a natural depth-of-field in each eye, combining it with a stereoscopic technique (showing images at slightly different angles in each eye) <ref name=”10”> Worrel, J. (2016). Nvidia shows off its 'Light Field' VR headset at VRLA 2016. Retrieved from http://www.fudzilla.com/news/graphics/39762-nvidia-shows-off-its-light-field-vr-headset-at-vrla-2016</ref>.
NVIDIA showed a revision of its light field prototype during the Virtual Reality LA Expo of 2016, in Southern California. The unit was attached to a desktop PC equipped with a Maxwell-based GPU. To compute the light fields images in real-time, NVIDIA used an algorithm based on its CUDA parallel programming language for GPUs. Still in collaboration with Stanford University, the new prototype eliminates the headphone requirement with a VR headset design that does not produce motion sickness side effects. The light field stereoscope uses two layered displays with back-to-back LCD panels. These are in-between a backlight and two circular viewing lenses (Figure 5). The gadget creates a natural depth-of-field in each eye, combining it with a stereoscopic technique (showing images at slightly different angles in each eye) <ref name=”10”> Worrel, J. (2016). Nvidia shows off its 'Light Field' VR headset at VRLA 2016. Retrieved from http://www.fudzilla.com/news/graphics/39762-nvidia-shows-off-its-light-field-vr-headset-at-vrla-2016</ref>.
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==Main characteristics of near-eye light field displays==
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==Variables==
The main benefits of the near-eye light field displays are reduced thickness and weight. In the 2013 prototype this was achieved by substituting a compact microlens array for compound magnifying optics. Adding to this, the gadget addresses the accommodation-convergence conflict with binocular configurations by approximating retinal defocus blur. It also accounts for the user’s glasses or contact prescription through software <ref name=”2”></ref><ref name=”5”></ref>.
The main benefits of the near-eye light field displays are reduced thickness and weight. In the 2013 prototype this was achieved by substituting a compact microlens array for compound magnifying optics. Adding to this, the gadget addresses the accommodation-convergence conflict with binocular configurations by approximating retinal defocus blur. It also accounts for the user’s glasses or contact prescription through software <ref name=”2”></ref><ref name=”5”></ref>.