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Single-Shot VR

Published: 26 July 2023 Publication History

Abstract

The physical world has contents at varying depths, allowing our eye to squish or relax to focus at different distances; this is commonly referred to as the accommodation cue for human eyes. To allow a realistic 3D viewing experience, it is crucial to support the accommodation cue—the 3D display needs to show contents at different depths. However, supporting the native focusing of the eye has been an immense challenge to 3D displays. Commercial near-eye VR displays, which use binocular disparity as the primary cue for inducing depth perception, fail this challenge since all contents they show arise from a fixed depth—ignoring the focusing of the eye. Many research prototypes of VR displays do account for the accommodation cue; however, supporting accommodation cues invariably comes with performance loss among other typically assessed criteria for 3D displays. To tackle these challenges, we present a novel kind of near-eye 3D display that can create 3D scenes supporting realistic accommodation cues in a single shot, i.e., without using time multiplexing or eye tracking. This display, which we present in our demo, can stream 3D content over a large depth range, at 4K spatial resolution, and in real-time. Our display offers an exciting step forward towards a truly immersive real-time 3D experience. Participants will get to enjoy 3D movies and play interactive games in their demo experience.

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References

[1]
Douglas Lanman and David Luebke. 2013. Near-eye Light Field Displays. ACM Transactions on Graphics 32, 6, Article 220 (Nov. 2013), 10 pages. https://doi.org/10.1145/2508363.2508366
[2]
Adolf W Lohmann. 1970. A new class of varifocal lenses. Applied Optics 9, 7 (1970), 1669–1671.
[3]
Andrew Maimone, Andreas Georgiou, and Joel S. Kollin. 2017. Holographic Near-eye Displays for Virtual and Augmented Reality. ACM Transactions on Graphics 36, 4 (July 2017), 85:1–85:16.
[4]
Nitish Padmanaban, Robert Konrad, Tal Stramer, Emily A Cooper, and Gordon Wetzstein. 2017. Optimizing Virtual Reality for All Users Through Gaze-contingent and Adaptive Focus Displays. Proceedings of the National Academy of Sciences 114 (2017), 9.
[5]
Yingsi Qin, Wei-Yu Chen, Matthew O’Toole, and Aswin C. Sankaranarayanan. 2023. Project Page: Split-Lohmann Multifocal Displays. https://imaging.cs.cmu.edu/split_lohmann.
[6]
Tao Zhan, Jianghao Xiong, Junyu Zou, and Shin-Tson Wu. 2020. Multifocal displays: review and prospect. PhotoniX 1, 1 (2020), 1–31.

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Published In

cover image ACM Conferences
SIGGRAPH '23: ACM SIGGRAPH 2023 Emerging Technologies
July 2023
44 pages
ISBN:9798400701542
DOI:10.1145/3588037
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 July 2023

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