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Computational Near-eye Displays Engineering the Interface between our Visual System and the Digital World Gordon Wetzstein www.computationalimaging.org September 19, 2016 Frontiers of Engineering Symposium

Computational Near-eye Displays

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Page 1: Computational Near-eye Displays

Computational Near-eye Displays!Engineering the Interface between our Visual System and the Digital World!

Gordon Wetzstein!www.computationalimaging.org!

!September 19, 2016!

Frontiers of Engineering Symposium!

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image courtesy: vpl research!

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A Trip Down the Rabbit Hole!

drawings from “Alice in Wonderland”, Lewis Caroll!

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A Brief History of Virtual Reality!

1838! 1968! 2012-2016!

Stereoscopes!Wheatstone, Brewster, …!

VR, AR, !Ivan Sutherland!

VR explosion!Oculus, Sony, HTC, MS, …!

AR Displays!

Nintendo!Virtual Boy!

1995!

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Ivan Sutherland’s HMD!•  optical see-through AR, including:!

•  displays (2x 1” CRTs)!

•  rendering!•  head tracking!

•  interaction!

•  model generation!

•  computer graphics!

•  human-computer interaction!

I. Sutherland “A head-mounted three-dimensional display”, Fall Joint Computer Conference 1968!

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= ?

low cost, high-res, compute, low-latency!!

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f

d’ d

Gaussian thin lens formula: 1d+ 1d '

= 1f

VR Display Optics = Simple Magnifier!

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Top View!

Real World:!!

Vergence & Accommodation Match!!

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Top View!

Near-eye Displays Today (all stereo displays):!!

Vergence-Accommodation Mismatch!!

virtual image!

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Related Work!

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Related Work!1. Gaze-contingent 2D Displays! 2. Multi-plane 3D Displays! 3. 4D Light Field Displays!

[Lanman & Luebke 2013]!

[Maimone et al. 2013]!

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Age-related Degradation of Accommodation !

Response for Physical Stimulus!Heron & Charman 2004!

presbyopia L !

Bifocals!

Monovision!

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Focus-tunable Near-eye Displays = Drive Accommodation!!

f

d’ d

Gaussian thin lens formula: 1d+ 1d '

= 1f

focus-tunable lens à vary f

actuator à vary d’

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at ACM SIGGRAPH 2016!

EyeNetra.com!

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at ACM SIGGRAPH 2016!

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translation stage for !IPD adjustment!

autorefractor for measuring !accommodation state of viewer!

2K LCD display!

2K LCD display!

focus-tunable lens!

focus-tunable lens!

NIR/visible!beam splitters!

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152 total!126 male!25 female!

0

5

10

15

20

25

30

35

PresbyopeEmmetropic PresbyopeDistance correctedEmmetrope

65605550454035302520Age

Demographics!

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Display Modes – “Normal”!

•  fixed distance to virtual image

•  used by all existing AR/VR displays

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Display Modes – “Dynamic”!

•  dynamically adjust virtual image based on fixated object depth

•  newly proposed display mode not used in existing display

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Display Modes – “Monovision”!

•  we proposed this mode recently for people who can accommodate

•  hypothesis: viewer could potentially accommodate to two different distances

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Normal!

34 viewers!

Accommodative Gain!D

ista

nce

from

cen

ter [

D]!

stimulus!average accommodative response!

non-zero gain = !vergence-driven accommodation!!

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Dynamic!Normal!

21 viewers!34 viewers!

Accommodative Gain!D

ista

nce

from

cen

ter [

D]!

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Dynamic!Normal! Monovision!

21 viewers!34 viewers! 6 viewers!

Accommodative Gain!D

ista

nce

from

cen

ter [

D]!

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Accommodative Gain!

Response for Physical Stimulus!Heron & Charman 2004!

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Accommodative Gain!

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Accommodative Gain!

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0.0

0.5

1.0

1.5Presbyopes

Nonpresbyopes

DynamicMonovisionUncorrectedNormal

Gain

Accommodative Gain!

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Nonpresbyopic! Presbyopic!

Ability to Fuse Stereo Images!

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Insights so Far!•  if eye tracking available, use gaze-contingent focus!•  without good eye tracking, things can get worse!!•  presbyopes do not want dynamic focus – would see blurry image!•  will see this in next-generation VR/AR displays!!

HMD!

lens!micro

display!

virtual image!

eye tracking!

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Near-eye Light Field Displays!

Idea: project multiple different perspectives into different parts of the pupil!!

SIGGRAPH 2015!

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Remaining Engineering Challenges for VR/AR!

•  Vergence-accommodation conflict (VAC)!

•  Vestibular-visual conflict (motion sickness)!

•  AR! •  occlusions!•  aesthetics / form factor!

•  battery life!•  heat!

•  wireless operation!

•  low-power computer vision!•  registration of physical /

virtual world and eyes !•  consistent lighting!

•  scanning real world!

•  VAC more important!•  display contrast &

brightness!•  fast, embedded GPUs!

•  …!

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Stanford EE 267!

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Gordon Wetzstein!Computational Imaging Group!Stanford University!

stanford.edu/~gordonwz!

www.computationalimaging.org!