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Holographic Near-Eye Displays for Virtual and Augmented Reality

机译:虚拟和增强现实的全息近眼显示器

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We present novel designs for virtual and augmented reality near-eye displays based on phase-only holographic projection. Our approach is built on the principles of Fresnel holography and double phase amplitude encoding with additional hardware, phase correction factors, and spatial light modulator encodings to achieve full color, high contrast and low noise holograms with high resolution and true per-pixel focal control. We provide a GPU-accelerated implementation of all holographic computation that integrates with the standard graphics pipeline and enables real-time (u001590 Hz) calculation directly or through eye tracked approximations. A unified focus, aberration correction, and vision correction model, along with a user calibration process, accounts for any optical defects between the light source and retina. We use this optical correction ability not only to fix minor aberrations but to enable truly compact, eyeglasses-like displays with wide fields of view (80°) that would be inaccessible through conventional means. All functionality is evaluated across a series of hardware prototypes; we discuss remaining challenges to incorporate all features into a single device.
机译:我们提出了基于仅相位全息投影的虚拟和增强现实近眼显示器的新颖设计。我们的方法基于菲涅耳全息照相和双相幅度编码以及其他硬件,相位校正因子和空间光调制器编码的原理,以实现具有高分辨率和真正的逐像素焦点控制的全彩色,高对比度和低噪声全息图。我们提供了所有全息计算的GPU加速实现,该实现与标准图形流水线集成在一起,可直接进行或通过眼动追踪进行实时(u001590 Hz)计算。统一的焦点,像差校正和视觉校正模型以及用户校准过程可解决光源和视网膜之间的任何光学缺陷。我们使用这种光学校正功能,不仅可以解决微小的像差,而且可以实现真正的紧凑型,类似于眼镜的显示器,具有宽视场(80°),这是传统方式无法实现的。所有功能均通过一系列硬件原型进行评估;我们讨论了将所有功能集成到单个设备中的剩余挑战。

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