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Ebner C, Plopski A, Schmalstieg D, Kalkofen D. Gaze-Contingent Layered Optical See-Through Displays with a Confidence-Driven View Volume. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:7203-7213. [PMID: 39255112 DOI: 10.1109/tvcg.2024.3456204] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/12/2024]
Abstract
The vergence-accommodation conflict (VAC) presents a major perceptual challenge for head-mounted displays with a fixed image plane. Varifocal and layered display designs can mitigate the VAC. However, the image quality of varifocal displays is affected by imprecise eye tracking, whereas layered displays suffer from reduced image contrast as the distance between layers increases. Combined designs support a larger workspace and tolerate some eye-tracking error. However, any layered design with a fixed layer spacing restricts the amount of error compensation and limits the in-focus contrast. We extend previous hybrid designs by introducing confidence-driven volume control, which adjusts the size of the view volume at runtime. We use the eye tracker's confidence to control the spacing of display layers and optimize the trade-off between the display's view volume and the amount of eye tracking error the display can compensate. In the case of high-quality focus point estimation, our approach provides high in-focus contrast, whereas low-quality eye tracking increases the view volume to tolerate the error. We describe our design, present its implementation as an optical-see head-mounted display using a multiplicative layer combination, and present an evaluation comparing our design with previous approaches.
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Huang S, Wang L, Huang Y, He Y, Bai S. Measurement method of virtual image distance for a head-mounted display based on a variable-focus liquid lens. APPLIED OPTICS 2024; 63:4175-4181. [PMID: 38856511 DOI: 10.1364/ao.524353] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/27/2024] [Accepted: 04/30/2024] [Indexed: 06/11/2024]
Abstract
The distance from the virtual image to the human eye is an important factor in measuring the comfort of a head-mounted display (HMD). However, accurately measuring their distance is challenging due to the dynamic changes in virtual presence and distance. In this paper, we proposed a virtual image distance measurement prototype based on a variable-focus liquid lens and derived a virtual image distance calculation model. We built a variable-focus liquid lens experimental platform to verify the method's correctness. In addition, we proposed an improved optimization algorithm that can efficiently and accurately search for the optimal focal length corresponding to the maximum sharpness moment of the virtual image within the focal length value space. Verified in an experimental scene of 0.5 m to 3.5 m, we observed that the error between the object image distance and the virtual image distance at the same focal length is about 5 cm. The proposed virtual image distance measurement method can accurately measure the distance value of the virtual image in the HMD. This method can be widely used in virtual and augmented reality, especially in the task of constructing realistic scenes.
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Hiroi Y, Hiraki T, Itoh Y. StainedSweeper: Compact, Variable-Intensity Light-Attenuation Display with Sweeping Tunable Retarders. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2682-2692. [PMID: 38437084 DOI: 10.1109/tvcg.2024.3372058] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
Light Attenuation Displays (LADs) are a type of Optical See-Through Head-Mounted Display (OST-HMD) that present images by attenuating incoming light with a pixel-wise polarizing color filter. Although LADs can display images in bright environments, there is a trade-off between the number of Spatial Light Modulators (SLMs) and the color gamut and contrast that can be expressed, making it difficult to achieve both high-fidelity image display and a small form factor. To address this problem, we propose StainedSweeper, a LAD that achieves both the wide color gamut and the variable intensity with a single SLM. Our system synchronously controls a pixel-wise Digital Micromirror Device (DMD) and a nonpixel polarizing color filter to pass light when each pixel is the desired color. By sweeping this control at high speed, the human eye perceives images in a time-multiplexed, integrated manner. To achieve this, we develop the OST-HMD design using a reflective Solc filter as a polarized color filter and a color reproduction algorithm based on the optimization of the time-multiplexing matrix for the selected primary color filters. Our proof-of-concept prototype showed that our single SLM design can produce subtractive images with variable contrast and a wider color gamut than conventional LADs.
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Minh Tran TT, Brown S, Weidlich O, Billinghurst M, Parker C. Wearable Augmented Reality: Research Trends and Future Directions from Three Major Venues. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:4782-4793. [PMID: 37782599 DOI: 10.1109/tvcg.2023.3320231] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/04/2023]
Abstract
Wearable Augmented Reality (AR) has attracted considerable attention in recent years, as evidenced by the growing number of research publications and industry investments. With swift advancements and a multitude of interdisciplinary research areas within wearable AR, a comprehensive review is crucial for integrating the current state of the field. In this paper, we present a review of 389 research papers on wearable AR, published between 2018 and 2022 in three major venues: ISMAR, TVCG, and CHI. Drawing inspiration from previous works by Zhou et al. and Kim et al., which summarized AR research at ISMAR over the past two decades (1998-2017), we categorize the papers into different topics and identify prevailing trends. One notable finding is that wearable AR research is increasingly geared towards enabling broader consumer adoption. From our analysis, we highlight key observations related to potential future research areas essential for capitalizing on this trend and achieving widespread adoption. These include addressing challenges in Display, Tracking, Interaction, and Applications, and exploring emerging frontiers in Ethics, Accessibility, Avatar and Embodiment, and Intelligent Virtual Agents.
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Ebner C, Mohr P, Langlotz T, Peng Y, Schmalstieg D, Wetzstein G, Kalkofen D. Off-Axis Layered Displays: Hybrid Direct-View/Near-Eye Mixed Reality with Focus Cues. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:2816-2825. [PMID: 37027729 DOI: 10.1109/tvcg.2023.3247077] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
This work introduces off-axis layered displays, the first approach to stereoscopic direct-view displays with support for focus cues. Off-axis layered displays combine a head-mounted display with a traditional direct-view display for encoding a focal stack and thus, for providing focus cues. To explore the novel display architecture, we present a complete processing pipeline for the real-time computation and post-render warping of off-axis display patterns. In addition, we build two prototypes using a head-mounted display in combination with a stereoscopic direct-view display, and a more widely available monoscopic direct-view display. In addition we show how extending off-axis layered displays with an attenuation layer and with eye-tracking can improve image quality. We thoroughly analyze each component in a technical evaluation and present examples captured through our prototypes.
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Zhang Y, Hu X, Kiyokawa K, Yang X. Add-on Occlusion: Turning Off-the-Shelf Optical See-through Head-mounted Displays Occlusion-capable. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:2700-2709. [PMID: 37027617 DOI: 10.1109/tvcg.2023.3247064] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
The occlusion-capable optical see-through head-mounted display (OC-OSTHMD) is actively developed in recent years since it allows mutual occlusion between virtual objects and the physical world to be correctly presented in augmented reality (AR). However, implementing occlusion with the special type of OSTHMDs prevents the appealing feature from the wide application. In this paper, a novel approach for realizing mutual occlusion for common OSTHMDs is proposed. A wearable device with per-pixel occlusion capability is designed. OSTHMD devices are upgraded to be occlusion-capable by attaching the device before optical combiners. A prototype with HoloLens 1 is built. The virtual display with mutual occlusion is demonstrated in real-time. A color correction algorithm is proposed to mitigate the color aberration caused by the occlusion device. Potential applications, including the texture replacement of real objects and the more realistic semi-transparent objects display, are demonstrated. The proposed system is expected to realize a universal implementation of mutual occlusion in AR.
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Ma L, Huang T, Wang J, Liao H. Visualization, registration and tracking techniques for augmented reality guided surgery: a review. Phys Med Biol 2023; 68. [PMID: 36580681 DOI: 10.1088/1361-6560/acaf23] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/12/2022] [Accepted: 12/29/2022] [Indexed: 12/31/2022]
Abstract
Augmented reality (AR) surgical navigation has developed rapidly in recent years. This paper reviews and analyzes the visualization, registration, and tracking techniques used in AR surgical navigation systems, as well as the application of these AR systems in different surgical fields. The types of AR visualization are divided into two categories ofin situvisualization and nonin situvisualization. The rendering contents of AR visualization are various. The registration methods include manual registration, point-based registration, surface registration, marker-based registration, and calibration-based registration. The tracking methods consist of self-localization, tracking with integrated cameras, external tracking, and hybrid tracking. Moreover, we describe the applications of AR in surgical fields. However, most AR applications were evaluated through model experiments and animal experiments, and there are relatively few clinical experiments, indicating that the current AR navigation methods are still in the early stage of development. Finally, we summarize the contributions and challenges of AR in the surgical fields, as well as the future development trend. Despite the fact that AR-guided surgery has not yet reached clinical maturity, we believe that if the current development trend continues, it will soon reveal its clinical utility.
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Affiliation(s)
- Longfei Ma
- Department of Biomedical Engineering, School of Medicine, Tsinghua University, Beijing, 100084, People's Republic of China
| | - Tianqi Huang
- Department of Biomedical Engineering, School of Medicine, Tsinghua University, Beijing, 100084, People's Republic of China
| | - Jie Wang
- Department of Biomedical Engineering, School of Medicine, Tsinghua University, Beijing, 100084, People's Republic of China
| | - Hongen Liao
- Department of Biomedical Engineering, School of Medicine, Tsinghua University, Beijing, 100084, People's Republic of China
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Aizenman AM, Koulieris GA, Gibaldi A, Sehgal V, Levi DM, Banks MS. The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design. ACM TRANSACTIONS ON GRAPHICS 2023; 42:7. [PMID: 37122317 PMCID: PMC10139447 DOI: 10.1145/3549529] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Indexed: 05/03/2023]
Abstract
The human visual system evolved in environments with statistical regularities. Binocular vision is adapted to these such that depth perception and eye movements are more precise, faster, and performed comfortably in environments consistent with the regularities. We measured the statistics of eye movements and binocular disparities in virtual-reality (VR) - gaming environments and found that they are quite different from those in the natural environment. Fixation distance and direction are more restricted in VR, and fixation distance is farther. The pattern of disparity across the visual field is less regular in VR and does not conform to a prominent property of naturally occurring disparities. From this we predict that double vision is more likely in VR than in the natural environment. We also determined the optimal screen distance to minimize discomfort due to the vergence-accommodation conflict, and the optimal nasal-temporal positioning of head-mounted display (HMD) screens to maximize binocular field of view. Finally, in a user study we investigated how VR content affects comfort and performance. Content that is more consistent with the statistics of the natural world yields less discomfort than content that is not. Furthermore, consistent content yields slightly better performance than inconsistent content.
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Macedo MCF, Apolinario AL. Occlusion Handling in Augmented Reality: Past, Present and Future. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:1590-1609. [PMID: 34613916 DOI: 10.1109/tvcg.2021.3117866] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
One of the main goals of many augmented reality applications is to provide a seamless integration of a real scene with additional virtual data. To fully achieve that goal, such applications must typically provide high-quality real-world tracking, support real-time performance and handle the mutual occlusion problem, estimating the position of the virtual data into the real scene and rendering the virtual content accordingly. In this survey, we focus on the occlusion handling problem in augmented reality applications and provide a detailed review of 161 articles published in this field between January 1992 and August 2020. To do so, we present a historical overview of the most common strategies employed to determine the depth order between real and virtual objects, to visualize hidden objects in a real scene, and to build occlusion-capable visual displays. Moreover, we look at the state-of-the-art techniques, highlight the recent research trends, discuss the current open problems of occlusion handling in augmented reality, and suggest future directions for research.
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Jiang J, Zhang J, Sun J, Wu D, Xu S. User's image perception improved strategy and application of augmented reality systems in smart medical care: A review. Int J Med Robot 2023; 19:e2497. [PMID: 36629798 DOI: 10.1002/rcs.2497] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/13/2022] [Revised: 12/26/2022] [Accepted: 01/06/2023] [Indexed: 01/12/2023]
Abstract
BACKGROUND Augmented reality (AR) is a new human-computer interaction technology that combines virtual reality, computer vision, and computer networks. With the rapid advancement of the medical field towards intelligence and data visualisation, AR systems are becoming increasingly popular in the medical field because they can provide doctors with clear enough medical images and accurate image navigation in practical applications. However, it has been discovered that different display types of AR systems have different effects on doctors' perception of the image after virtual-real fusion during the actual medical application. If doctors cannot correctly perceive the image, they may be unable to correctly match the virtual information with the real world, which will have a significant impact on their ability to recognise complex structures. METHODS This paper uses Citespace, a literature analysis tool, to visualise and analyse the research hotspots when AR systems are used in the medical field. RESULTS A visual analysis of the 1163 articles retrieved from the Web of Science Core Collection database reveals that display technology and visualisation technology are the key research directions of AR systems at the moment. CONCLUSION This paper categorises AR systems based on their display principles, reviews current image perception optimisation schemes for various types of systems, and analyses and compares different display types of AR systems based on their practical applications in the field of smart medical care so that doctors can select the appropriate display types based on different application scenarios. Finally, the future development direction of AR display technology is anticipated in order for AR technology to be more effectively applied in the field of smart medical care. The advancement of display technology for AR systems is critical for their use in the medical field, and the advantages and disadvantages of various display types should be considered in different application scenarios to select the best AR system.
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Affiliation(s)
- Jingang Jiang
- Key Laboratory of Advanced Manufacturing and Intelligent Technology, Ministry of Education, Harbin University of Science and Technology, Harbin, Heilongjiang, China.,Robotics & Its Engineering Research Center, Harbin University of Science and Technology, Harbin, Heilongjiang, China
| | - Jiawei Zhang
- Key Laboratory of Advanced Manufacturing and Intelligent Technology, Ministry of Education, Harbin University of Science and Technology, Harbin, Heilongjiang, China
| | - Jianpeng Sun
- Key Laboratory of Advanced Manufacturing and Intelligent Technology, Ministry of Education, Harbin University of Science and Technology, Harbin, Heilongjiang, China
| | - Dianhao Wu
- Key Laboratory of Advanced Manufacturing and Intelligent Technology, Ministry of Education, Harbin University of Science and Technology, Harbin, Heilongjiang, China
| | - Shuainan Xu
- Key Laboratory of Advanced Manufacturing and Intelligent Technology, Ministry of Education, Harbin University of Science and Technology, Harbin, Heilongjiang, China
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Wilson A, Hua H. Design of a Pupil-Matched Occlusion-Capable Optical See-Through Wearable Display. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:4113-4126. [PMID: 33905332 DOI: 10.1109/tvcg.2021.3076069] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
State-of-the-art optical see-through head-mounted displays (OST-HMD) for augmented reality applications lack the ability to correctly render light blocking behavior between digital and physical objects, known as mutual occlusion capability. In this article, we present a novel optical architecture for enabling a high performance, occlusion-capable optical see-through head-mounted display (OCOST-HMD). The design utilizes a single-layer, double-pass architecture, creating a compact OCOST-HMD that is capable of rendering per-pixel mutual occlusion, correctly pupil-matched viewing perspective between virtual and real scenes, and a wide see-through field of view (FOV). Based on this architecture, we present a design embodiment and a compact prototype implementation. The prototype demonstrates a virtual display with an FOV of 34° by 22°, an angular resolution of 1.06 arc minutes per pixel, and an average image contrast greater than 40 percent at the Nyquist frequency of 53 cycles/mm. Furthermore, the device achieves a see-through FOV of 90° by 50°, within which about 40° diagonally is occlusion-enabled, and has an angular resolution of 1.0 arc minutes (comparable to a 20/20 vision) and a dynamic range greater than 100:1. We conclude the paper with a quantitative comparison of the key optical performance such as modulation transfer function, image contrast, and color rendering accuracy of our OCOST-HMD system with and without occlusion enabled for various lighting environments.
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Zhang Y, Wang R, Peng Y, Hua W, Bao H. Color Contrast Enhanced Rendering for Optical See-Through Head-Mounted Displays. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:4490-4502. [PMID: 34161241 DOI: 10.1109/tvcg.2021.3091686] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
Most commercially available optical see-through head-mounted displays (OST-HMDs) utilize optical combiners to simultaneously visualize the physical background and virtual objects. The displayed images perceived by users are a blend of rendered pixels and background colors. Enabling high fidelity color perception in mixed reality (MR) scenarios using OST-HMDs is an important but challenging task. We propose a real-time rendering scheme to enhance the color contrast between virtual objects and the surrounding background for OST-HMDs. Inspired by the discovery of color perception in psychophysics, we first formulate the color contrast enhancement as a constrained optimization problem. We then design an end-to-end algorithm to search the optimal complementary shift in both chromaticity and luminance of the displayed color. This aims at enhancing the contrast between virtual objects and the real background as well as keeping the consistency with the original displayed color. We assess the performance of our approach using a simulated OST-HMD environment and an off-the-shelf OST-HMD. Experimental results from objective evaluations and subjective user studies demonstrate that the proposed approach makes rendered virtual objects more distinguishable from the surrounding background, thereby bringing a better visual experience.
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Qian L, Song T, Unberath M, Kazanzides P. AR-Loupe: Magnified Augmented Reality by Combining an Optical See-Through Head-Mounted Display and a Loupe. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:2550-2562. [PMID: 33170780 DOI: 10.1109/tvcg.2020.3037284] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
Head-mounted loupes can increase the user's visual acuity to observe the details of an object. On the other hand, optical see-through head-mounted displays (OST-HMD) are able to provide virtual augmentations registered with real objects. In this article, we propose AR-Loupe, combining the advantages of loupes and OST-HMDs, to offer augmented reality in the user's magnified field-of-vision. Specifically, AR-Loupe integrates a commercial OST-HMD, Magic Leap One, and binocular Galilean magnifying loupes, with customized 3D-printed attachments. We model the combination of user's eye, screen of OST-HMD, and the optical loupe as a pinhole camera. The calibration of AR-Loupe involves interactive view segmentation and an adapted version of stereo single point active alignment method (Stereo-SPAAM). We conducted a two-phase multi-user study to evaluate AR-Loupe. The users were able to achieve sub-millimeter accuracy ( 0.82 mm) on average, which is significantly ( ) smaller compared to normal AR guidance ( 1.49 mm). The mean calibration time was 268.46 s. With the increased size of real objects through optical magnification and the registered augmentation, AR-Loupe can aid users in high-precision tasks with better visual acuity and higher accuracy.
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Lu F, Hua J, Zhou F, Xia Z, Li R, Chen L, Qiao W. Pixelated volume holographic optical element for augmented reality 3D display. OPTICS EXPRESS 2022; 30:15929-15938. [PMID: 36221447 DOI: 10.1364/oe.456824] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/22/2022] [Accepted: 04/18/2022] [Indexed: 06/16/2023]
Abstract
Augmented reality (AR) three-dimensional (3D) display is the hardware entrance of metaverse and attracts great interest. The fusion of physical world with 3D virtual images is non-trivial. In this paper, we proposed an AR 3D display based on a pixelated volume holographic optical element (P-VHOE). The see-through combiner is prepared by spatial multiplexing. A prototype of AR 3D display with high diffraction efficiency (78.59%), high transmission (>80%) and non-repeating views is realized. Virtual 3D objects with high fidelity in depth is reconstructed by P-VHOE, with a complex wavelet structural similarity (CW-SSIM) value of 0.9882. The proposed prototype provides an efficient solution for a compact glasses-free AR 3D display. Potential applications include window display, exhibition, education, teleconference.
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Ebner C, Mori S, Mohr P, Peng Y, Schmalstieg D, Wetzstein G, Kalkofen D. Video See-Through Mixed Reality with Focus Cues. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:2256-2266. [PMID: 35167471 DOI: 10.1109/tvcg.2022.3150504] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
This work introduces the first approach to video see-through mixed reality with full support for focus cues. By combining the flexibility to adjust the focus distance found in varifocal designs with the robustness to eye-tracking error found in multifocal designs, our novel display architecture reliably delivers focus cues over a large workspace. In particular, we introduce gaze-contingent layered displays and mixed reality focal stacks, an efficient representation of mixed reality content that lends itself to fast processing for driving layered displays in real time. We thoroughly evaluate this approach by building a complete end-to-end pipeline for capture, render, and display of focus cues in video see-through displays that uses only off-the-shelf hardware and compute components.
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Hiroi Y, Kaminokado T, Ono S, Itoh Y. Focal surface occlusion. OPTICS EXPRESS 2021; 29:36581-36597. [PMID: 34809066 DOI: 10.1364/oe.440024] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/10/2021] [Accepted: 10/13/2021] [Indexed: 06/13/2023]
Abstract
This paper proposes focal surface occlusion to provide focal cues of occlusion masks for multiple virtual objects at continuous depths in an occlusion-capable optical see-through head-mounted display. A phase-only spatial light modulator (PSLM) that acts as a dynamic free-form lens is used to conform the focal surface of an occlusion mask to the geometry of the virtual scene. To reproduce multiple and continuous focal blurs while reducing the distortion of the see-through view, an optical design based on afocal optics and edge-based optimization to exploit a property of the occlusion mask is established. The prototype with the PSLM and transmissive liquid crystal display can reproduce the focus blur of occluded objects at multiple and continuous depths with a field of view of 14.6°.
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Chae M, Bang K, Jo Y, Yoo C, Lee B. Occlusion-capable see-through display without the screen-door effect using a photochromic mask. OPTICS LETTERS 2021; 46:4554-4557. [PMID: 34525045 DOI: 10.1364/ol.430478] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/03/2021] [Accepted: 08/11/2021] [Indexed: 06/13/2023]
Abstract
Conventional occlusion-capable see-through display systems have many practical limitations such as the form factor, narrow field of view, screen-door effect, and diffraction of a real scene. In this Letter, we propose an occlusion-capable see-through display using lens arrays and a photochromic plate. By imaging the occlusion mask on the photochromic plate with near-UV light, the visible light transmittance of the plate changes. Since no black matrix lies on the photochromic plate, our system provides a clear real scene view without the grid structure of the pixels and can prevent diffraction defects of the real scene. We also alleviate the drawback of a narrow field of view using the lens arrays for a reduced form factor.
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Zhang Y, Hu X, Kiyokawa K, Isoyama N, Sakata N, Hua H. Optical see-through augmented reality displays with wide field of view and hard-edge occlusion by using paired conical reflectors. OPTICS LETTERS 2021; 46:4208-4211. [PMID: 34469976 DOI: 10.1364/ol.428714] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/29/2021] [Accepted: 07/26/2021] [Indexed: 06/13/2023]
Abstract
Optical see-through head-mounted displays are actively developed in recent years. An appropriate method for mutual occlusion is essential to provide a decent user experience in many application scenarios of augmented reality. However, existing mutual occlusion methods fail to work well with a large field of view (FOV). In this Letter, we propose a double-parabolic-mirror structure that renders hard-edge occlusion within a wide FOV. The parabolic mirror increases the numerical aperture of the system significantly, and the usage of paired parabolic mirrors eliminates most optical aberrations. A liquid crystal on silicon device is introduced as the spatial light modulator for imaging a bright see-through view and rendering sharp occlusion patterns. A loop structure is built to eliminate vertical parallax. The system is designed to obtain a maximum monocular FOV of H114∘×V95∘ with hard-edge occlusion, and a FOV of H83.5∘×V53.1∘ is demonstrated with our bench-top prototype.
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Ueda T, Iwai D, Sato K. IlluminatedZoom: spatially varying magnified vision using periodically zooming eyeglasses and a high-speed projector. OPTICS EXPRESS 2021; 29:16377-16395. [PMID: 34154202 DOI: 10.1364/oe.427616] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/15/2021] [Accepted: 05/07/2021] [Indexed: 06/13/2023]
Abstract
Spatial zooming and magnification, which control the size of only a portion of a scene while maintaining its context, is an essential interaction technique in augmented reality (AR) systems. It has been applied in various AR applications including surgical navigation, visual search support, and human behavior control. However, spatial zooming has been implemented only on video see-through displays and not been supported by optical see-through displays. It is not trivial to achieve spatial zooming of an observed real scene using near-eye optics. This paper presents the first optical see-through spatial zooming glasses which enables interactive control of the perceived sizes of real-world appearances in a spatially varying manner. The key to our technique is the combination of periodically fast zooming eyeglasses and a synchronized high-speed projector. We stack two electrically focus-tunable lenses (ETLs) for each eyeglass and sweep their focal lengths to modulate the magnification periodically from one (unmagnified) to higher (magnified) at 60 Hz in a manner that prevents a user from perceiving the modulation. We use a 1,000 fps high-speed projector to provide high-resolution spatial illumination for the real scene around the user. A portion of the scene that is to appear magnified is illuminated by the projector when the magnification is greater than one, while the other part is illuminated when the magnification is equal to one. Through experiments, we demonstrate the spatial zooming results of up to 30% magnification using a prototype system. Our technique has the potential to expand the application field of spatial zooming interaction in optical see-through AR.
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Kaminokado T, Hiroi Y, Itoh Y. StainedView: Variable-Intensity Light-Attenuation Display with Cascaded Spatial Color Filtering for Improved Color Fidelity. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:3576-3586. [PMID: 32941143 DOI: 10.1109/tvcg.2020.3023569] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
We present StainedView, an optical see-through display that spatially filters the spectral distribution of light to form an image with improved color fidelity. Existing light-attenuation displays have limited color fidelity and contrast, resulting in a degraded appearance of virtual images. To use these displays to present virtual images that are more consistent with the real world, we require three things: intensity modulation of incoming light, spatial color filtering with narrower bandwidth, and appropriate light modulation for incoming light with an arbitrary spectral distribution. In StainedView, we address the three requirements by cascading two phase-only spatial light modulators (PSLMs), a digital micromirror device, and polarization optics to control both light intensity and spectrum distribution. We show that our design has a 1.8 times wider color gamut fidelity (75.8% fulfillment of sRGB color space) compared to the existing single-PSLM approach (41.4%) under a reference white light. We demonstrated the design with a proof-of-concept display system. We further introduce our optics design and pixel-selection algorithm for the given light input, evaluate the spatial color filter, and discuss the limitation of the current prototype.
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Sun X, Zhang Y, Huang PC, Acharjee N, Dagenais M, Peckerar M, Varshney A. Correcting the Proximity Effect in Nanophotonic Phased Arrays. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:3503-3513. [PMID: 32941146 DOI: 10.1109/tvcg.2020.3023601] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
Thermally modulated Nanophotonic Phased Arrays (NPAs) can be used as phase-only holographic displays. Compared to the holographic displays based on Liquid Crystal on Silicon Spatial Light Modulators (LCoS SLMs), NPAs have the advantage of integrated light source and high refresh rate. However, the formation of the desired wavefront requires accurate modulation of the phase which is distorted by the thermal proximity effect. This problem has been largely overlooked and existing approaches to similar problems are either slow or do not provide a good result in the setting of NPAs. We propose two new algorithms based on the iterative phase retrieval algorithm and the proximal algorithm to address this challenge. We have carried out computational simulations to compare and contrast various algorithms in terms of image quality and computational efficiency. This work is going to benefit the research on NPAs and enable the use of large-scale NPAs as holographic displays.
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Chang C, Bang K, Wetzstein G, Lee B, Gao L. Toward the next-generation VR/AR optics: a review of holographic near-eye displays from a human-centric perspective. OPTICA 2020; 7:1563-1578. [PMID: 34141829 PMCID: PMC8208705 DOI: 10.1364/optica.406004] [Citation(s) in RCA: 104] [Impact Index Per Article: 20.8] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/20/2020] [Accepted: 09/23/2020] [Indexed: 05/19/2023]
Abstract
Wearable near-eye displays for virtual and augmented reality (VR/AR) have seen enormous growth in recent years. While researchers are exploiting a plethora of techniques to create life-like three-dimensional (3D) objects, there is a lack of awareness of the role of human perception in guiding the hardware development. An ultimate VR/AR headset must integrate the display, sensors, and processors in a compact enclosure that people can comfortably wear for a long time while allowing a superior immersion experience and user-friendly human-computer interaction. Compared with other 3D displays, the holographic display has unique advantages in providing natural depth cues and correcting eye aberrations. Therefore, it holds great promise to be the enabling technology for next-generation VR/AR devices. In this review, we survey the recent progress in holographic near-eye displays from the human-centric perspective.
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Affiliation(s)
- Chenliang Chang
- Department of Bioengineering, University of California, Los Angeles, 410 Westwood Plaza, Los Angeles, California 90095, USA
| | - Kiseung Bang
- School of Electrical and Computer Engineering, Seoul National University, Gwanak-Gu Gwanakro 1, Seoul 08826, Republic of Korea
| | - Gordon Wetzstein
- Department of Electrical Engineering, Stanford University, 350 Jane Stanford Way, Stanford, California 94305, USA
| | - Byoungho Lee
- School of Electrical and Computer Engineering, Seoul National University, Gwanak-Gu Gwanakro 1, Seoul 08826, Republic of Korea
| | - Liang Gao
- Department of Bioengineering, University of California, Los Angeles, 410 Westwood Plaza, Los Angeles, California 90095, USA
- Corresponding author:
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Krajancich B, Padmanaban N, Wetzstein G. Factored Occlusion: Single Spatial Light Modulator Occlusion-capable Optical See-through Augmented Reality Display. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:1871-1879. [PMID: 32070978 DOI: 10.1109/tvcg.2020.2973443] [Citation(s) in RCA: 17] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
Occlusion is a powerful visual cue that is crucial for depth perception and realism in optical see-through augmented reality (OST-AR). However, existing OST-AR systems additively overlay physical and digital content with beam combiners - an approach that does not easily support mutual occlusion, resulting in virtual objects that appear semi-transparent and unrealistic. In this work, we propose a new type of occlusion-capable OST-AR system. Rather than additively combining the real and virtual worlds, we employ a single digital micromirror device (DMD) to merge the respective light paths in a multiplicative manner. This unique approach allows us to simultaneously block light incident from the physical scene on a pixel-by-pixel basis while also modulating the light emitted by a light-emitting diode (LED) to display digital content. Our technique builds on mixed binary/continuous factorization algorithms to optimize time-multiplexed binary DMD patterns and their corresponding LED colors to approximate a target augmented reality (AR) scene. In simulations and with a prototype benchtop display, we demonstrate hard-edge occlusions, plausible shadows, and also gaze-contingent optimization of this novel display mode, which only requires a single spatial light modulator.
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