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There have been demonstrations that light field displays allow for small form factors of NEDs. This was made by placing a [[microlens array]] on a small screen close to the eye. In near-eye light field displays the image created appears to be floating outside the physical gadget enclose, and the observer can accommodate with a narrow range. However, the lens used in the studies have a tradeoff between achieved spatial resolution and the supported depth range <ref name=”2”></ref><ref name=”7”> Huang, Fu-Chung, Chen, K. and Wetzstein, G. (2015). The Light Field Stereoscope: Immersive Computer Graphics via Factored Near-Eye Light Field Displays with Focus Cues. ACM Transactions on Graphics, 34(4)</ref>. Another technique used to implement light field displays is to stack liquid crystal displays (LCDs). In this case, the image formation is multiplicative, allowing for correct or nearly-correct focus cues to be supported over larger depth ranges. Alternatively, it reduces the number of required display planes <ref name=”7”></ref>.
There have been demonstrations that light field displays allow for small form factors of NEDs. This was made by placing a [[microlens array]] on a small screen close to the eye. In near-eye light field displays the image created appears to be floating outside the physical gadget enclose, and the observer can accommodate with a narrow range. However, the lens used in the studies have a tradeoff between achieved spatial resolution and the supported depth range <ref name=”2”></ref><ref name=”7”> Huang, Fu-Chung, Chen, K. and Wetzstein, G. (2015). The Light Field Stereoscope: Immersive Computer Graphics via Factored Near-Eye Light Field Displays with Focus Cues. ACM Transactions on Graphics, 34(4)</ref>. Another technique used to implement light field displays is to stack liquid crystal displays (LCDs). In this case, the image formation is multiplicative, allowing for correct or nearly-correct focus cues to be supported over larger depth ranges. Alternatively, it reduces the number of required display planes <ref name=”7”></ref>.
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It is essential to have a visually comfortable experience, such as obliterating the [[vergence-accommodation conflict]] that occurs in flat-focus headsets such as the [[Meta Quest 3S]]. 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>.
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>
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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The microlens arrays mounted in front of the displays are used to convert pixels to individual light rays, generating a light field in front of the eye. It allows the viewer to focus at multiple depths and create a field of view of approximately 70 degrees. Users who experimented the prototype during the conference confirmed both aspects. Furthermore, they reported that despite being situated close to the eye, the prototype still provided some sharp images. Nevertheless, the proximity caused some pixel loss due to a decreased spacial resolution. Another interesting aspect of this prototype is that adjustments can be made, at the level of software, to take into account the user’s glasses or contacts prescription. The software is powered by NVIDIA GPUs and OpenGL <ref name=”5”></ref><ref name=”9”></ref>.
The microlens arrays mounted in front of the displays are used to convert pixels to individual light rays, generating a light field in front of the eye. It allows the viewer to focus at multiple depths and create a field of view of approximately 70 degrees. Users who experimented the prototype during the conference confirmed both aspects. Furthermore, they reported that despite being situated close to the eye, the prototype still provided some sharp images. Nevertheless, the proximity caused some pixel loss due to a decreased spacial resolution. Another interesting aspect of this prototype is that adjustments can be made, at the level of software, to take into account the user’s glasses or contacts prescription. The software is powered by NVIDIA GPUs and OpenGL <ref name=”5”></ref><ref name=”9”></ref>.
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NVIDIA, in collaboration with Stanford Computational Imaging, presented a new near-eye display technology that supports focus cues (accommodation and retinal blur) and high image resolution during SIGGRPAH’s 2015 conference (Figure 3). The prototype was based on Wheatstone’s original stereoscope, augmented with modern factored light field synthesis via stacked liquid crystal panels <ref name=”8”></ref>. Huang et al. (2015) explain that “the light field stereoscope is a near-eye display that facilitates immersive computer graphics via stereoscopic image synthesis with correct or nearly correct focus cues. As opposed to presenting conventional 2D images, the display shows a 4D light field to each eye, allowing the observer to focus within the scene. The display comprises two stacked liquid crystal displays (LCDs) driven by nonnegative light field factorization.” (Figure 4) <ref name=”7”></ref>
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NVIDIA, in collaboration with Stanford Computational Imaging, presented a new near-eye display technology that supports focus cues (accommodation and retinal blur) and high image resolution during SIGGRPAH’s 2015 conference (Figure 3). The prototype was based on Wheatstone’s original stereoscope, augmented with modern factored light field synthesis via stacked liquid crystal panels.<ref name=”8”>The Light Field Stereoscope | SIGGRAPH 2015. Retrieved from http://www.computationalimaging.org/publications/the-light-field-stereoscope/</ref>
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Huang et al. (2015) explain that “the light field stereoscope is a near-eye display that facilitates immersive computer graphics via stereoscopic image synthesis with correct or nearly correct focus cues. As opposed to presenting conventional 2D images, the display shows a 4D light field to each eye, allowing the observer to focus within the scene. The display comprises two stacked liquid crystal displays (LCDs) driven by nonnegative light field factorization.” (Figure 4) <ref name=”7”></ref>
A light field is presented to each eye, providing a more natural viewing experience than conventional NEDs. The required field of view is very small (the size of the pupil), and it produces correct or nearly-correct focus cues. These cues are important for diminishing visual discomfort and contributing to comfortable, long-term immersive experiences. The developers of the [[light field stereoscope]] had the main goal of providing a practical, inexpensive display technology that supports focus cues in a wearable form factor <ref name=”7”></ref><ref name=”8”></ref>.
A light field is presented to each eye, providing a more natural viewing experience than conventional NEDs. The required field of view is very small (the size of the pupil), and it produces correct or nearly-correct focus cues. These cues are important for diminishing visual discomfort and contributing to comfortable, long-term immersive experiences. The developers of the [[light field stereoscope]] had the main goal of providing a practical, inexpensive display technology that supports focus cues in a wearable form factor <ref name=”7”></ref><ref name=”8”></ref>.