2 HN users recommended this demo1 month2014–2018score 1
Years with an HN recommendation, 2007–2026
HN cites it in Magic Leap and VR threads as a clear overview of how light fields could solve focus and bulk problems.
A SIGGRAPH 2013 demo from Douglas Lanman and NVIDIA of near-eye light field displays, which allow much thinner head-mounted displays that still show accurate focus and depth cues.
“It gives a very clear overview of the concept and prototypes.” (HN, 2014)
Here's the video associated with the Nvidia paper on Near-Eye Light Field Displays linked elsewhere in the comments. [this video] It gives a very clear overview of the concept and prototypes.
Clear overview of near-eye light field concept and prototypes
Watch this video at the 4 minute mark: [this video] It explains what they're talking about. Your eyes can focus on different parts of the view - it's not just an infinite depth-of-field display like we're used to. It's like the display version of a Lytro camera.
Explains focus-capable displays, like a display version of a Lytro
They're comparing apples to oranges. The $80,000 military VR headsets of 1989 absolutely did not use OLED or OLED light field displays. They've only recently been available from manufacturers at any price with their current pixel density and refresh rate (OLED has always had amazing response time, but refresh rate has been lacking until recently) specifications. Even the most expensive research OLED panels with high enough pixel densities for VR have only existed since the early-mid '00s. The studies he linked to are from 1989. > Depth perception The author neglects to mention that OLED light field displays have already solved this problem completely. See [this video] The technology already exists (you need a pair of expensive MicroOLED displays and some special lenses), it's just not available at a consumer price point. > Momentum For someone involved with military devices, it's surprising that this guy has never heard of galvanic vestibular stimulation. GVS will never be easy and will always require very, very extensive calibration per-user, but it's still possible to use for simulating perceived movement. This isn't that important for me personally, as I've never experienced VR sickness even when playing fast-paced high-momentum VR games for multiple hours at a time. I could see people who get VR sickness wanting this, as GVS would help prevent it from happening.
Cited as showing depth perception problem solved by OLED light fields
What about Near-Eye Light Field Displays[1][2]? From what I've seen those look to have promise in solving some focus problems and some of the problems with how cumbersome most VR/AR displays are. As a bonus, they can correct for prescriptions. 1: [this video] 2: [link]
Suggested as promising approach to focus and bulk problems
I'm still waiting for more info on Near Eye Light Field devices.[1][2] Actually, it appears there's more on this now[3][4], but the video's audio is a weird translation of some paper or something. 1: [link] 2: [this video] 3: [link] 4: [link]
> 2: [this video] > "In 1968, Ivan Sutherland introduced the first graphics driven headmounted display, of HMD" Ivan Sutherland? As in: the guy who made Sketchpad? What hasn't this guy done?
Quotes its history intro mentioning Ivan Sutherland
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