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Harley's avatar
Harley
Honored Guest
13 years ago

NVIDIA Near-Eye Light Field Display with Lens Array Optics?

NVIDIA Research are showing of a very promising Near-Eye Light Field Display prototype HMD at SIGGRAPH this year:

http://www.engadget.com/2013/07/24/nvidia-research-near-eye-light-field-display-prototype/

These Near-Eye Light Field Displays features Thin Magnifying Lens Array Optics that enables the human eye to do depth focus and defocus at different depths for the same image, and this type of setup also allow them correct for someone's glasses or contacts lens prescription in software to enable sharp focus, which are two things that the LEEP optics in the current Oculus Rift DevKit do not offer.

http://www.youtube.com/watch?v=deI1IzbveEQ



Note that the prototype in these images and videos is just a rapid prototyped model that is basically a stripped Sony HMZ-T2 with everything but the OLED displays and controller boards removed, replaced with NVIDIA Research's own Thin Magnifying Lens Array Optics for Near-Eye Light Field Displays in a 3D printed HMD glasses shell and the unique software rendering components to use a such lens array.

https://research.nvidia.com/publication/near-eye-light-field-displays
http://research.nvidia.com/sites/default/files/publications/neld-abstract.pdf
Near-Eye Light Field Displays

Research Area: Stereoscopic 3D
Author(s): Douglas Lanman (NVIDIA), David Luebke (NVIDIA)
Date: July 2013

This light-field-based approach to near-eye display allows for dramatically thinner and lighter head-mounted displays capable of depicting accurate accommodation, convergence, and binocular-disparity depth cues. The near-eye light-field displays depict sharp images from out-of-focus display elements by synthesizing light fields that correspond to virtual scenes located within the viewer's natural accommodation range. While sharing similarities with existing integral imaging displays and microlens-based light-field cameras, the displays optimize performance in the context of near-eye viewing. Near-eye light-field displays support continuous accommodation of the eye throughout a finite depth of field; as a result, binocular configurations provide a means to address the accommodation-convergence conflict that occurs with existing stereoscopic displays. This demonstration features a binocular prototype and a GPU-accelerated stereoscopic light field renderer.




I think that it is optics engineers of this quality that Oculus VR should aspire to employ:
https://research.nvidia.com/users/douglas-lanman
https://research.nvidia.com/users/david-luebke