制造应用驱动的注视点近眼显示器。

IF 4.7 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Kaan Aksit, Praneeth Chakravarthula, Kishore Rathinavel, Youngmo Jeong, Rachel Albert, Henry Fuchs, David Luebke
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引用次数: 47

摘要

传统的光学制造给近眼显示器设计师带来了巨大的挑战,因为它的交货时间长达数周,限制了光学设计师快速迭代和探索传统设计之外的能力。我们提供了一个完整的近眼显示器制造管道,使用商品硬件,交货时间为一天。我们新颖的制造流水线由几项创新组成,包括快速生产技术,可将3D打印组件的表面提高到适合近眼显示应用的光学质量,使用机器学习和光线追踪的计算设计方法,可为近眼显示创建自由形状的静态投影屏幕表面,可以表示任意焦面。以及一种自定义投影透镜设计,用于非均匀分布像素,用于注视点近眼显示硬件设计候选产品。我们已经展示了不受束缚的增强现实近眼显示原型,以评估我们技术的成功,并展示了滑雪镜的外形因素,大的单目视野(30o×55o),以及每度12个周期的分辨率可以实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Manufacturing Application-Driven Foveated Near-Eye Displays.

Traditional optical manufacturing poses a great challenge to near-eye display designers due to large lead times in the order of multiple weeks, limiting the abilities of optical designers to iterate fast and explore beyond conventional designs. We present a complete near-eye display manufacturing pipeline with a day lead time using commodity hardware. Our novel manufacturing pipeline consists of several innovations including a rapid production technique to improve surface of a 3D printed component to optical quality suitable for near-eye display application, a computational design methodology using machine learning and ray tracing to create freeform static projection screen surfaces for near-eye displays that can represent arbitrary focal surfaces, and a custom projection lens design that distributes pixels non-uniformly for a foveated near-eye display hardware design candidate. We have demonstrated untethered augmented reality near-eye display prototypes to assess success of our technique, and show that a ski-goggles form factor, a large monocular field of view (30o×55o), and a resolution of 12 cycles per degree can be achieved.

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来源期刊
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics 工程技术-计算机:软件工程
CiteScore
10.40
自引率
19.20%
发文量
946
审稿时长
4.5 months
期刊介绍: TVCG is a scholarly, archival journal published monthly. Its Editorial Board strives to publish papers that present important research results and state-of-the-art seminal papers in computer graphics, visualization, and virtual reality. Specific topics include, but are not limited to: rendering technologies; geometric modeling and processing; shape analysis; graphics hardware; animation and simulation; perception, interaction and user interfaces; haptics; computational photography; high-dynamic range imaging and display; user studies and evaluation; biomedical visualization; volume visualization and graphics; visual analytics for machine learning; topology-based visualization; visual programming and software visualization; visualization in data science; virtual reality, augmented reality and mixed reality; advanced display technology, (e.g., 3D, immersive and multi-modal displays); applications of computer graphics and visualization.
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