Light Field Stereoscope Immersive Computer Graphics via Factored Near-Eye Light Field Displays with Focus Cues

Light Field Stereoscope Immersive Computer Graphics via Factored Near-Eye Light Field Displays with Focus Cues
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发表时间:
2015
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通讯作者:
Fu-Chung Huang;Kevin Chen;Gordon Wetzstein
Fu-Chung Huang;Kevin Chen;Gordon Wetzstein
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其他
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作者:
Fu-Chung Huang;Kevin Chen;Gordon Wetzstein

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.在过去的几年里,虚拟现实(VR)已经重新成为一种技术,现在可以通过廉价的手机组件以低成本实现。特别是,高分辨率微显示器、低延迟方向跟踪器和现代GPU的进步以低成本促进了沉浸式体验。在VR体验中进一步提高视觉舒适度的剩余挑战之一是所有立体显示器固有的聚散度-适应性。所有深度线索的准确再现对于视觉舒适度至关重要。通过将众所周知的立体显示原理与新兴的因子光场技术相结合,我们推出了第一款支持高图像分辨率和聚焦提示的可穿戴VR显示器。光场呈现给每只眼睛,这提供了比传统近眼显示器更自然的观看体验。由于眼框仅略大于瞳孔大小,因此秩1光场分解足以产生正确或接近正确的聚焦提示;不需要时间复用图像显示或凝视跟踪。我们在4D光场空间中分析透镜畸变,并使用所提供的高维图像形成来校正它们。我们还展示了相关近眼显示器在分辨率和视网膜模糊质量方面的显着改进。最后,我们分析了这些类型的显示器的衍射极限
. Abstract Over the last few years, virtual reality (VR) has re-emerged as a technology that is now feasible at low cost via inexpensive cell-phone components. In particular, advances of high-resolution micro displays, low-latency orientation trackers, and modern GPUs facilitate immersive experiences at low cost. One of the remaining challenges to further improve visual comfort in VR experiences is the vergence-accommodation conflict inherent to all stereoscopic displays. Accurate reproduction of all depth cues is crucial for visual comfort. By combining well-known stereoscopic display principles with emerging factored light field technology, we present the first wearable VR display supporting high image resolution as well as focus cues. A light field is presented to each eye, which provides more natural viewing experiences than conventional near-eye displays. Since the eye box is just slightly larger than the pupil size, rank-1 light field factorizations are sufficient to produce correct or nearly-correct focus cues; no time-multiplexed image display or gaze tracking is required . We analyze lens distortions in 4D light field space and correct them using the afforded high-dimensional image formation. We also demonstrate significant improvements in resolution and retinal blur quality over related near-eye displays. Finally, we analyze diffraction limits of these types of displays