Robert Konrad, Nitish Padmanaban, Emily B. Cooper, Gordon Wetzstein
{"title":"计算焦点可调近眼显示器","authors":"Robert Konrad, Nitish Padmanaban, Emily B. Cooper, Gordon Wetzstein","doi":"10.1145/2929464.2929470","DOIUrl":null,"url":null,"abstract":"Immersive virtual and augmented reality systems (VR/AR) are entering the consumer market and have the potential to profoundly impact our society. Applications of these systems range from communication, entertainment, education, collaborative work, simulation and training to telesurgery, phobia treatment, and basic vision research. In every immersive experience, the primary interface between the user and the digital world is the near-eye display. Thus, developing near-eye display systems that provide a high-quality user experience is of the utmost importance. Many characteristics of near-eye displays that define the quality of an experience, such as resolution, refresh rate, contrast, and field of view, have been significantly improved in recent years. However, a significant source of visual discomfort prevails: the vergence-accommodation conflict (VAC). This visual conflict results from the fact that vergence cues, but not focus cues, are simulated in near-eye display systems. Indeed, natural focus cues are not supported by any existing near-eye display. Afforded by focus-tunable optics, we explore unprecedented display modes that tackle this issue in multiple ways with the goal of increasing visual comfort and providing more realistic visual experiences.","PeriodicalId":314962,"journal":{"name":"ACM SIGGRAPH 2016 Emerging Technologies","volume":"75 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Computational focus-tunable near-eye displays\",\"authors\":\"Robert Konrad, Nitish Padmanaban, Emily B. Cooper, Gordon Wetzstein\",\"doi\":\"10.1145/2929464.2929470\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Immersive virtual and augmented reality systems (VR/AR) are entering the consumer market and have the potential to profoundly impact our society. Applications of these systems range from communication, entertainment, education, collaborative work, simulation and training to telesurgery, phobia treatment, and basic vision research. In every immersive experience, the primary interface between the user and the digital world is the near-eye display. Thus, developing near-eye display systems that provide a high-quality user experience is of the utmost importance. Many characteristics of near-eye displays that define the quality of an experience, such as resolution, refresh rate, contrast, and field of view, have been significantly improved in recent years. However, a significant source of visual discomfort prevails: the vergence-accommodation conflict (VAC). This visual conflict results from the fact that vergence cues, but not focus cues, are simulated in near-eye display systems. Indeed, natural focus cues are not supported by any existing near-eye display. Afforded by focus-tunable optics, we explore unprecedented display modes that tackle this issue in multiple ways with the goal of increasing visual comfort and providing more realistic visual experiences.\",\"PeriodicalId\":314962,\"journal\":{\"name\":\"ACM SIGGRAPH 2016 Emerging Technologies\",\"volume\":\"75 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-07-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SIGGRAPH 2016 Emerging Technologies\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2929464.2929470\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2016 Emerging Technologies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2929464.2929470","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Immersive virtual and augmented reality systems (VR/AR) are entering the consumer market and have the potential to profoundly impact our society. Applications of these systems range from communication, entertainment, education, collaborative work, simulation and training to telesurgery, phobia treatment, and basic vision research. In every immersive experience, the primary interface between the user and the digital world is the near-eye display. Thus, developing near-eye display systems that provide a high-quality user experience is of the utmost importance. Many characteristics of near-eye displays that define the quality of an experience, such as resolution, refresh rate, contrast, and field of view, have been significantly improved in recent years. However, a significant source of visual discomfort prevails: the vergence-accommodation conflict (VAC). This visual conflict results from the fact that vergence cues, but not focus cues, are simulated in near-eye display systems. Indeed, natural focus cues are not supported by any existing near-eye display. Afforded by focus-tunable optics, we explore unprecedented display modes that tackle this issue in multiple ways with the goal of increasing visual comfort and providing more realistic visual experiences.