Computational Focus-Tunable Near-eye Displays Nitish Padmanaban - - PowerPoint PPT Presentation

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Computational Focus-Tunable Near-eye Displays Nitish Padmanaban - - PowerPoint PPT Presentation

Computational Focus-Tunable Near-eye Displays Nitish Padmanaban Stanford University NVIDIA GPU Technology Conference 2017 www.computationalimaging.org Magnified Display d d f 1 d + 1 d ' = 1 f Real World:


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Computational Focus-Tunable Near-eye Displays

Nitish Padmanaban Stanford University NVIDIA GPU Technology Conference 2017 www.computationalimaging.org

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Magnified Display

1 d + 1 d' = 1 f

d d’ f

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Real World: Vergence & Accommodation Match! Match!

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Current VR Displays: Vergence & Accommodation Mismatch Mismatch

  • for people

with normal vision

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4D / 25cm Optical Infinity

Normal vision Nearsighted/myopic Farsighted/Hyperopic Presbyopic

Focal range (range of clear vision)

Modified from Pamplona et al, Proc. of SIGGRAPH 2010

Nearsightedness & Farsightedness

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Presbyopia

Nearest focus distance (D) Age (years)

8 16 24 32 40 48 56 64 72 0/∞ 4/25cm 8/12.5cm 12D/8cm 16D/6cm

Duane, 1912

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  • Q1: Can computational displays effectively replace

glasses in VR/AR?

  • Q2: How to address the vergence–accommodation

conflict for users of different ages?

  • Q3: What are some near-eye display technologies that

address this?

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  • Q1: Can computational displays effectively replace

glasses in VR/AR?

  • Q2: How to address the vergence–accommodation

conflict for users of different ages?

  • Q3: What are some near-eye display technologies that

address this?

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Magnified Display Display Lens

Fixed Focus

1 d + 1 d' = 1 f

d d’ f

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Adaptive Focus

Magnified Display Display Lens

1 d + 1 d' = 1 f

actuator à vary d’

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Adaptive Focus

Magnified Display Display Lens

focus-tunable lens à vary f

1 d + 1 d' = 1 f

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Padmanaban et al., PNAS 2017

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Padmanaban et al., PNAS 2017

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How sharp is the target? (blurry, medium, sharp) Is the target fused? (yes, no)

4D (0.25m) 3D (0.33m) 2D (0.50m) 1D (1m) Four simulated distances Four simulated distances

Task

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Results: Sharpness and Fusibility

far near

1D 1m 2D 0.5m 3D 0.3m 4D 0.25m

Distance far far near

1D 1m 2D 0.5m 3D 0.3m 4D 0.25m

Distance

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Results: Sharpness and Fusibility

far near

1D 1m 2D 0.5m 3D 0.3m 4D 0.25m

Distance far far near

1D 1m 2D 0.5m 3D 0.3m 4D 0.25m

Distance

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Results: Sharpness and Fusibility

far near

1D 1m 2D 0.5m 3D 0.3m 4D 0.25m

Distance far far near

1D 1m 2D 0.5m 3D 0.3m 4D 0.25m

Distance

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Results: Sharpness and Fusibility

(n = 64)

far far near

1D 1m 2D 0.5m 3D 0.3m 4D 0.25m

Distance far far near

1D 1m 2D 0.5m 3D 0.3m 4D 0.25m

Distance

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  • Fast, user-driven refractive estimates can be used to correct

for near and far sightedness in an AR/VR system so that the user does not need to wear their typical correction

Summary

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Computational Near-eye Displays

  • Q1: Can computational displays effectively replace

glasses in VR/AR?

  • Q2: How to address the vergence–accommodation

conflict for users of different ages?

  • Q3: What are some near-eye display technologies that

address this?

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Conventional

stereoscopic distance virtual image distance stereoscopic distance

vergence accommodation

Conventional Stereo / VR Display

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With Focus Cues

virtual image distance stereoscopic distance stereoscopic distance

vergence accommodation

Removing VAC with Adaptive Focus

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Follow the target with your eyes

4D (0.25m) 0.5D (2m)

Task

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Accommodative response in conventional display

Conventional

stereoscopic distance virtual image distance stereoscopic distance

Stimulus

Padmanaban et al., PNAS 2017

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Conventional

stereoscopic distance virtual image distance stereoscopic distance

Stimulus Accommodation

n = 59, mean gain = 0.29

Padmanaban et al., PNAS 2017

Accommodative response in conventional display

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With Focus Cues

virtual image distance stereoscopic distance stereoscopic distance

Stimulus

Padmanaban et al., PNAS 2017

Accommodative response in focus tunable display

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With Focus Cues

virtual image distance stereoscopic distance stereoscopic distance

Stimulus Accommodation

n = 24, mean gain = 0.77

Padmanaban et al., PNAS 2017

Accommodative response in focus tunable display

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4D / 25cm Optical Infinity

Normal vision Nearsighted/myopic Farsighted/Hyperopic Presbyopic

Focal range (range of clear vision)

Modified from Pamplona et al, Proc. of SIGGRAPH 2010

Presbyopia

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Do Presbyopes benefit from dynamic focus?

Padmanaban et al., PNAS 2017

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Padmanaban et al., PNAS 2017

Do Presbyopes benefit from dynamic focus?

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Padmanaban et al., PNAS 2017

Do Presbyopes benefit from dynamic focus?

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far near far near

Image quality in VR

Padmanaban et al., PNAS 2017

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far near far near

Padmanaban et al., PNAS 2017

Image quality in VR

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far near far near

Padmanaban et al., PNAS 2017

Image quality in VR

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far near far near

Padmanaban et al., PNAS 2017

Image quality in VR

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far near far near

Padmanaban et al., PNAS 2017

Image quality in VR

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far near far near

Padmanaban et al., PNAS 2017

Image quality in VR

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Summary

  • The best approach for mitigating the vergence–

accommodation conflict may differ depending on the age of the user

  • For users over the age of 45, a “conventional” stereo display

may actually provide better image quality, particularly for nearby virtual objects.

  • However, somewhat paradoxically, the dynamic display did

improve fusion for all ages

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  • Q1: Can computational displays effectively replace

glasses in VR/AR?

  • Q2: How to address the vergence–accommodation

conflict for users of different ages?

  • Q3: What are some near-eye display technologies that

address this?

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  • Q1: Can computational displays effectively replace

glasses in VR/AR?

  • Q2: How to address the vergence–accommodation

conflict for users of different ages?

  • Q3: What are some near-eye display technologies that

address this? • Gaze-contingent focus

  • Monovision
  • Light field displays
  • etc
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Gaze-contingent Focus

  • non-presbyopes: adaptive focus is like real world, but needs eye tracking!

HMD lens micro display virtual image eye tracking

Padmanaban et al., PNAS 2017

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Gaze-contingent Focus

Padmanaban et al., PNAS 2017

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Gaze-contingent Focus

Padmanaban et al., PNAS 2017

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Gaze-contingent Focus

Padmanaban et al., PNAS 2017

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Gaze-contingent Focus – User Preference

Padmanaban et al., PNAS 2017

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Monovision VR

Konrad et al., SIGCHI 2016; Johnson et al., Optics Express 2016; Padmanaban et al., PNAS 2017

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Monovision VR

Konrad et al., SIGCHI 2016; Johnson et al., Optics Express 2016; Padmanaban et al., PNAS 2017

  • monovision did not drive accommodation

more than conventional

  • visually comfortable for most; particularly

uncomfortable for some users

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Backlight Thin Spacer & 2nd panel (6mm) Magnifying Lenses LCD Panel

Light Field Stereoscope

Huang et al., SIGGRAPH 2015

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Light Field Cameras Light Field Stereoscope

Huang et al., SIGGRAPH 2015

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Summary

  • focus cues in VR/AR are challenging
  • adaptive focus can correct for refractive errors (myopia, hyperopia)
  • gaze-contingent focus gives natural focus cues for non-presbyopes, but

require eyes tracking

  • presbyopes require fixed focal plane with correction
  • monovision has not demonstrated significant improvements
  • light field displays may be the “ultimate” display, but need special

considerations for presbyopes

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Making Virtual Reality Better Than Reality?

  • focus cues in VR/AR are challenging
  • adaptive focus can correct for refractive errors (myopia, hyperopia)
  • gaze-contingent focus gives natural focus cues for non-presbyopes, but

require eyes tracking

  • presbyopes require fixed focal plane with correction, better than reality!
  • monovision has not demonstrated significant improvements
  • light field displays may be the “ultimate” display, but need special

considerations for presbyopes

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Acknowledgements

  • Gordon Wetzstein (Stanford)
  • Robert Konrad (Stanford)
  • Fu-Chung Huang (NVIDIA)
  • Emily Cooper (Dartmouth College)
  • Tal Stramer (Stanford)