ACM Transactions on Graphics · 2017 · 784 citations · 44 references
ComputingHigh-performance ComputingAugmented Reality DesignImmersive VisualizationVisual OpticsAugmented RealityFourier OpticsHolographyReal-time Rendering For Virtual RealityAberration CompensationAugmented Reality DisplaysDisplay OpticsFresnel DiffractionHolographic DisplayOptical Aberration ControlOptical Distortion CorrectionSpherical Aberration Correction
The paper introduces novel holographic near‑eye display designs that enable compact, eyeglasses‑like VR/AR systems with a wide 80° field of view, overcoming limitations of conventional displays. The method employs Fresnel holography and double phase amplitude encoding, combined with hardware‑based phase correction, a unified focus and aberration model, and a GPU‑accelerated pipeline that supports real‑time (≥90 Hz) rendering and eye‑tracked approximations. Prototype evaluation confirms the compact design achieves the targeted wide field of view, demonstrating feasibility while outlining remaining challenges to integrate all features into a single device.
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 (≥90 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.
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