Computational Focus-Tunable Near-eye Displays Nitish Padmanaban - - PowerPoint PPT Presentation
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:
Magnified Display
1 d + 1 d' = 1 f
d d’ f
Real World: Vergence & Accommodation Match! Match!
Current VR Displays: Vergence & Accommodation Mismatch Mismatch
- for people
with normal vision
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
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
- 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?
- 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?
Magnified Display Display Lens
Fixed Focus
1 d + 1 d' = 1 f
d d’ f
Adaptive Focus
Magnified Display Display Lens
1 d + 1 d' = 1 f
actuator à vary d’
Adaptive Focus
Magnified Display Display Lens
focus-tunable lens à vary f
1 d + 1 d' = 1 f
Padmanaban et al., PNAS 2017
Padmanaban et al., PNAS 2017
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
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
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
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
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
- 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
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?
Conventional
stereoscopic distance virtual image distance stereoscopic distance
vergence accommodation
Conventional Stereo / VR Display
With Focus Cues
virtual image distance stereoscopic distance stereoscopic distance
vergence accommodation
Removing VAC with Adaptive Focus
Follow the target with your eyes
4D (0.25m) 0.5D (2m)
Task
Accommodative response in conventional display
Conventional
stereoscopic distance virtual image distance stereoscopic distance
Stimulus
Padmanaban et al., PNAS 2017
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
With Focus Cues
virtual image distance stereoscopic distance stereoscopic distance
Stimulus
Padmanaban et al., PNAS 2017
Accommodative response in focus tunable display
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
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
Do Presbyopes benefit from dynamic focus?
Padmanaban et al., PNAS 2017
Padmanaban et al., PNAS 2017
Do Presbyopes benefit from dynamic focus?
Padmanaban et al., PNAS 2017
Do Presbyopes benefit from dynamic focus?
far near far near
Image quality in VR
Padmanaban et al., PNAS 2017
far near far near
Padmanaban et al., PNAS 2017
Image quality in VR
far near far near
Padmanaban et al., PNAS 2017
Image quality in VR
far near far near
Padmanaban et al., PNAS 2017
Image quality in VR
far near far near
Padmanaban et al., PNAS 2017
Image quality in VR
far near far near
Padmanaban et al., PNAS 2017
Image quality in VR
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
- 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?
- 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
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
Gaze-contingent Focus
Padmanaban et al., PNAS 2017
Gaze-contingent Focus
Padmanaban et al., PNAS 2017
Gaze-contingent Focus
Padmanaban et al., PNAS 2017
Gaze-contingent Focus – User Preference
Padmanaban et al., PNAS 2017
Monovision VR
Konrad et al., SIGCHI 2016; Johnson et al., Optics Express 2016; Padmanaban et al., PNAS 2017
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
Backlight Thin Spacer & 2nd panel (6mm) Magnifying Lenses LCD Panel
Light Field Stereoscope
Huang et al., SIGGRAPH 2015
Light Field Cameras Light Field Stereoscope
Huang et al., SIGGRAPH 2015
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
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
Acknowledgements
- Gordon Wetzstein (Stanford)
- Robert Konrad (Stanford)
- Fu-Chung Huang (NVIDIA)
- Emily Cooper (Dartmouth College)
- Tal Stramer (Stanford)