CY Vision is developing computational holographic display technology for AR, VR, and HUD applications. They have $10M+ in funding from investors like Intel Capital and a team of 17+ engineers and scientists. Computational holography can provide the best "visual comfort" by enabling continuous depth, natural focus blur without vergence-accommodation conflict, which are issues that cause visual discomfort in current stereoscopic displays. CY Vision believes visual comfort will be a key factor for the mass adoption of extended reality and their technology has the potential to achieve this by more closely matching natural human vision compared to alternatives.
Unblocking The Main Thread Solving ANRs and Frozen Frames
Funding: $10M+ with reputable investors such as Intel Capital
1.
2. Funding: $10M+ with
reputable investors
such as Intel Capital
CY Vision at a glance
CY Vision Inc. Confidential
Vision systems and
applications
company developing
computational
holographic display
technology for AR,
VR and HUD
Patents: 10
international PCT
patents pending (one
issued US patent)
Team: 17+ Engineers &
Scientists
4. Key Factors for Mass Adaption of XR
CY Vision Inc. Confidential
Image
Quality
Form
Factor &
User
Experience
Content
Cost
Visual
Comfort
5. AR products have been getting better every year
CY Vision Inc. Confidential
Headset
Hololens Vuzix ODG Meta
Display Resolution 1280x720 320x240 1920x1080 2560x1440
FOV (diagonal) 35° (30°H / 17.5°V) 17° 50° 90° (85°H / 50°V)
Frame Rate (fps) 60 60 80 60
Weight (g) 579 85 180 420
Criteria Latency Frame Rate Resolution FOV
Benchmark 7-15ms 90fps 80Mpixels per eye 170° H / 130° V
6. We all believe that XR will be big following a
path similar to smart phones
CY Vision Inc. Confidential
Based on data from the World Bank’s Worldwide development indicators project
CC-BY-NC Straumann, Mark Graham, geonet oii, ox, ac, uk Oxford internet institute, university of Oxford
https://arstechnica.com/information-technology/2012/08/from-altair-to-ipad-35-years-of-personal-
computer-market-share/4/
http://geonet.oii.ox.ac.uk/blog/the-world-online/
Adoption Ramp Up Time Compressing: Time from 2% to 70% User Adoption
Computers, smartphones, and tablet sales: 1975-2011
XR as the new computing
platform has a huge potential
0
200
400
600
800
1,000
1,200
1990 1992 1994 1996 1998 2000 2002 2004 2006 2008 2010 2012 2014
Internet users
Oceania
Sub-Saharan Africa
Year
North America
Asia
Latin America & Carribbean
Europe
MiddleEast & North Africa
Comparison of personal computer, smartphone, and tablet sales.
0
50,000
1,00,000
1,50,000
2,00,000
2,50,000
3,00,000
3,50,000
4,00,000
4,50,000
5,00,000
1975 1980 1985 1990 1995 2000 2005 2010 2015
Tablets
Smartphones
Computers
Year
Unit sales (thousands)
Internet Users per Year by Country
8
27
13
0
10
20
30
PCs Internet Smartphones
Years
7. However, there are other not so bright examples
as well
CY Vision Inc. Confidential
Shambling corpse of 3D TV finally falls
down dead
The bespectacled zombie lies face down in the dirt, thanks to
LG and Sony dropping support from their 2017 TVs. Will it
ever rise again?
BY
DAVID KATZMAIER
JANUARY 17, 2017 10:56 AM PST
TVS
Forecasted Vs. Actual Sales of 3D TVs from 2010-2015
Due to lack of demand, Samsung, LG, and Sony announced
in 2016 it would stop making 3D TVs
0.0
50.0
100.0
150.0
200.0
250.0
2010 2011 2012 2013 2014 2015
Unitsof3DTVs(Millions)
Year
Actual Forecasted
8. Why did 3D TV fail?
CY Vision Inc. Confidential
Discomfort including headaches, eye strain, nausea and motion sickness
associated with 3D TV created a less-than-desirable viewing experience
Limited viewing angle - because of the disparity in 3D TV between the
eyes’ convergence point and the eyes’ focusing point, the viewer has the
best results sitting closer to the TV
Viewer needs special glasses for 3D TV and users found using them in their
own homes uncomfortable and clunky.
Takeaway: Users cited visual discomfort as a main reason for the fall
of 3D TV. Even those who were willing to pay for them often used
their 3D TVs as 2D TVs because of nausea/headaches associated
with the 3D effects.
Image Quality
Form Factor
Cost
Content
Visual Comfort
9. Research estimates that 80–85% of our perception, learning,
cognition, and activities are mediated through vision
CY Vision Inc. Confidential
*Politzer, 2015
We define ‘Visual Comfort’
as the natural viewing
experience in harmony with
our eye & brain visual system.
We believe ‘Visual Comfort’
is one of the key
components for the mass
adaption of XR
12. CY Vision Inc. Confidential
Today all Head Mounted Displays still use
‘Stereoscopic’ principles invented 180 years ago
1838
1968
1995
2012-
2017
Stereoscopes
Wheatstone,
Brewster, …
VR & AR
Ivan Sutherland
Nintendo
Virtual Boy
VR explosion
Oculus, Sony,
HTC, MS, …
Next
Generation
AR/VR
13. CY Vision Inc. Confidential
Stereoscopic displays leverage binocular
disparity only breaking the feedback loop
Three major
short comings of
stereoscopic
displays
One fixed depth
plane & conflicting
depth cues
Vergence &
Accommodation
Conflict (VAC)
No natural focus blur
14. CY Vision Inc. Confidential
Stereoscopic Systems cause Vergence -
Accommodation Conflict (VAC)Vergencedistance
Accomodativedistance
Vergencedistance
Accomodativedistance
Object in reality Object in VE on HMD
HMD Screen
(a) (b)
David M. Hoffman, Ahna R. Girshick, Kurt Akeley, Martin S. Banks;
Vergence–accommodation conflicts hinder visual performance and cause
visual fatigue. Journal of Vision 2008;8(3):33. doi: 10.1167/8.3.33.
15. Natural Blur is not possible with stereoscopic
displays
CY Vision Inc. Confidential
An area of high resolution of about 15 degrees at focus and major drop beyond
The lens becomes more rounded to focus
on near objects
The lens becomes more elongated to focus
on objects farther away
Kalloniatis M, Luu C. Visual Acuity. 2005 May 1 [Updated 2007 Jun 5]. In: Kolb H,
Fernandez E, Nelson R, editors. Webvision: The Organization of the Retina and Visual
System [Internet]. Salt Lake City (UT): University of Utah Health Sciences Center;
1995-. Available from: https://www.ncbi.nlm.nih.gov/books/NBK11509/
16. CY Vision Inc. Confidential
Stereoscopic displays can show virtual images only on
one fixed depth plane
With ‘Stereoscopic Displays’
objects at certain plain look in
focus, where as all objects at
different depth planes look out of
focus. It is not possible to have
natural retinal blur.
×
Reality Fixed-focus Headset
Reality Fixed-focus Headset
17. CY Vision Inc. Confidential
Users indicate serious visual discomfort such as
headaches, dizziness, fatigue and nausea
*United States, June 12-18,2015, 292 respondents, 19-42 years, Statista 2016
**In fact, some studies report 80–95% of individuals using a stereoscopic head-mounted display
experience some combination of these symptoms(Ling et al., 2013).
1.40%
13%
13%
21%
27%
31%
32%
38%
0% 5% 10% 15% 20% 25% 30% 35% 40%
OTHER
NEUROLOGICAL DAMAGE
VISION LOSS
PHYSICAL & SOCIAL NEGLECT
LOSING TOUCH WITH REALITY
SOCIAL ISOLATION
MOTION SICKNESS
HEADACHE
Which of the following negative effects are, in your opinion, most likely to occur when
using virtual reality headsets*?
• Visual discomfort (eye tiredness &
eyestrain) after ~20 minutes of
stereoscopic depth judgments
(Hoffman et al. 2008; Shibata et al.
2011)
• Degrades visual performance in terms
of reaction times and acuity for
stereoscopic vision (Hoffman et al.
2008; Konrad et al. 2016; Johnson et al.
2016)
18. CY Vision Inc. Confidential
Oculus Research video at the annual SIGGRAPH Conference in Los Angeles July 30 – August 3 2017
Some day we may use holography to generate the correct light
paths into our eyes to accurately depict scenes, but this isn’t
practical with existing technology…
Holography is recognized by many as the ultimate solution
but no one has been able to develop it for HMD
19. We suggest Computational Holography to
provide best ‘visual comfort’
CY Vision Inc. Confidential
Continuous depth
Natural focus blur
No VAC conflict
20. Optical Performance
Computational
Performance
Technology
Field of
View
Resolution
Focal Depth
Cues
View
Dependent
Effects
Form Factor
Vision
Correct
Bandwidth
Compute
Cost
Vari-focal MEDIUM HIGH LOW NONE MEDIUM LOW LOW LOW
Multi-focal MEDIUM HIGH MEDIUM LOW MEDIUM LOW MEDIUM LOW
Adaptive Optic MEDIUM HIGH MEDIUM NONE MEDIUM HIGH LOW MEDIUM
Light Field LARGE MEDIUM MEDIUM MEDIUM SMALL MEDIUM
MEDIUM-
HIGH
MEDIUM
Holography LARGE HIGH HIGH HIGH SMALL HIGH
MEDIUM-
HIGH
HIGH
CY Vision Inc. Confidential
CY Vision Inc. Confidential
Holography is recognized by experts
as the ultimate solution
Stanford Computational Imaging Conference October 2017
21. CY Vision Inc. Confidential
How does holography work?
TRANSPARENT
REFLECTOR
EYE
POINT
LIGHT
SOURCESLM
CGH
REAL OBJECT
(In-focus)
VIRTUAL OBJECT
(In-focus)
REAL OBJECT
(Out-of-focus)
VIRTUAL OBJECT
(Out-of-focus)
FRAME
Computational holographic display
Holographic Projection
22. Enterprise AR applications require prolonged usage and arms
length interaction making visual comfort more critical
CY Vision Inc. Confidential
Industrial
• Improved technical support capabilities
• Higher sorting and assembly efficiencies
• Better production and quality management
• Rework & waste reduction
• Improved visualization of design
• Virtual work environment and better
collaboration
Training & Education
• Improved on the job trainings
• Medical surgeons training
• Advanced technical trainings
• Interactive & active educational materials
Healthcare
• Improved access to medical information
• More accurate diagnosis
• Improved Medication Adherence
Entertainment & Media
• More immersive and fun experiences
• Improved relevance of content and solutions
• Seamless engagement with media and devices
• More advertising inventory to drive e-commerce
• Higher sophistication of gaming solutions
Retail
• Enhanced & Interactive online and
offline shopping experience
• Stronger shopping insights
• Improved customer service
• More targeted advertising
• Improved loyalty programs
• Virtual stores
Sample
Cases
32. CY Vision Inc. Confidential
orkun.oguz@cyvision.com 650-943-2322 111 Metro Dr., San Jose, CA
95110
For your inquiries, please contact us in the following ways
Editor's Notes
Figure 1. Accommodation and Vergence modeled as two dual parallel feedback control systems that interact via cross-links (Refs. 14-17). Accommodation depends on defocus, proximity, tonic adaptation, and Vergence-accommodation. Vergence depends on retinal disparity proximity, tonic adaptation, and accommodative-vergence. Both systems also provide negative feedback to the input stimuli to obtain stable states. The accommodation-vergence system can be explained as follows. Under natural viewing conditions, accommodation and vergence interact to provide comfortable and clear, binocular, single vision. Small degrees of retinal defocus within the DOF do not drive the accommodation system, and small retinal disparities are fused by sensoric fusion and do not drive motoric fusion; i.e., vergence movements. As an object approaches, changes in blur that exceed DOF drive the accommodation controller and changes in retinal disparity that exceed Panum’s fusional area drive the vergence controller. The summed output of the controller the proximal component, the tonic component, and the cross-link describes the overall system’s response and provides negative feedback to the input stimuli to obtain a stable state.