Skip to main content

Currently Skimming:

Computational Near-Eye Displays: Engineering the Interface to the Digital World - Gordon Wetzstein
Pages 7-12

The Chapter Skim interface presents what we've algorithmically identified as the most significant single chunk of text within every page in the chapter.
Select key terms on the right to highlight them within pages of the chapter.


From page 7...
... Indeed, natural focus cues are not supported by any existing near-eye display. Using focus-tunable optics, we explore unprecedented display modes that tackle this issue in multiple ways with the goal of increasing visual comfort and providing more realistic visual experiences.
From page 8...
... VR/AR displays artificially decouple vergence and focus cues because their image formation keeps the focus at a fixed optical distance but drives vergences to arbitrary distances via computer-generated stereoscopic imagery. The resulting discrepancy -- the vergence-accommodation conflict -- between natural depth cues and those produced by VR/AR displays may lead to visual discomfort and fatigue, eyestrain, double vision, headaches, nausea, compromised image quality, and even pathologies in the developing visual system of children.
From page 9...
... But all technologies that might support focus cues suffer from undesirable tradeoffs in compromised image resolution, device form factor or size, and brightness, contrast, or other important display characteristics. These tradeoffs pose substantial challenges for high-quality AR/VR visual imagery with practical, wearable displays.
From page 10...
... Conceptually, this approach allows for parallax over the entire eyebox to be accurately reproduced, including monocular occlusions, specular highlights, and other effects that cannot be reproduced by volumetric displays. Current-generation light field displays provide limited resolution (Hua and Javidi 2014; Huang et al.
From page 11...
... Based on our study, we conclude that the adaptive focus display mode seems to be the most promising direction for future display designs. Dynamically changing the accommodation plane depending on the user's gaze direction could improve visual comfort and realism in immersive VR/AR applications in a significant way.
From page 12...
... , have to be corrected adequately with the near-eye display, so the user's prescription must be known or measured. Presbyopic users cannot accommodate, so dynamically changing the accommodation plane would almost certainly always create a worse experience than the conventional display mode.


This material may be derived from roughly machine-read images, and so is provided only to facilitate research.
More information on Chapter Skim is available.