Millions of people worldwide need glasses or contact lenses to see or read properly. We introduce a computational display technology that predistorts the presented content for an observer, so that the target image is perceived without the need for eyewear. We demonstrate a low-cost prototype that can correct myopia, hyperopia, astigmatism, and even higher-order aberrations that are difficult to correct with glasses.
We propose a flexible light field camera architecture that is at the convergence of optics, sensor electronics, and applied mathematics. Through the co-design of a sensor that comprises tailored, Angle Sensitive Pixels and advanced reconstruction algorithms, we show that—contrary to light field cameras today—our system can use the same measurements captured in a single sensor image to recover either a high-resolution 2D image, a low-resolution 4D light field using fast, linear processing, or a high-resolution light field using sparsity-constrained optimization.
Inspired by Wheatstone’s original stereoscope and augmenting it with modern factored light field synthesis, we present a new near-eye display technology that supports focus cues. These cues are critical for mitigating visual discomfort experienced in commercially-available head mounted displays and providing comfortable, long-term immersive experiences.
Millions of people worldwide need glasses or contact lenses to see or read properly. We introduce a computational display technology that predistorts the presented content for an observer, so that the target image is perceived without the need for eyewear. We demonstrate a low-cost prototype that can correct myopia, hyperopia, astigmatism, and even higher-order aberrations that are difficult to correct with glasses.
We propose a flexible light field camera architecture that is at the convergence of optics, sensor electronics, and applied mathematics. Through the co-design of a sensor that comprises tailored, Angle Sensitive Pixels and advanced reconstruction algorithms, we show that—contrary to light field cameras today—our system can use the same measurements captured in a single sensor image to recover either a high-resolution 2D image, a low-resolution 4D light field using fast, linear processing, or a high-resolution light field using sparsity-constrained optimization.
Inspired by Wheatstone’s original stereoscope and augmenting it with modern factored light field synthesis, we present a new near-eye display technology that supports focus cues. These cues are critical for mitigating visual discomfort experienced in commercially-available head mounted displays and providing comfortable, long-term immersive experiences.
Tailored Displays to Compensate for Visual Aberrations - SIGGRAPH PresentationVitor Pamplona
Can we create a display that adapts itself to improve one's eyesight? Top figure compares the view of a 2.5-diopter farsighted individual in regular and tailored displays. We use currently available inexpensive technologies to warp light fields to compensate for refractive errors and scattering sites in the eye.
A compressive approach to light field synthesis with projection devices. We propose a novel, passive screen design that is combined with high-speed light field projection and nonnegative light field factorization. We demonstrate that the projector can alternatively achieve super-resolved and high dynamic range 2D image display when used with a conventional screen.
We have built a camera that can look around corners and beyond the line of sight. The camera uses light that travels from the object to the camera indirectly, by reflecting off walls or other obstacles, to reconstruct a 3D shape.
SIGGRAPH 2014 Course on Computational Cameras and Displays (part 2)Matthew O'Toole
Recent advances in both computational photography and displays have given rise to a new generation of computational devices. Computational cameras and displays provide a visual experience that goes beyond the capabilities of traditional systems by adding computational power to optics, lights, and sensors. These devices are breaking new ground in the consumer market, including lightfield cameras that redefine our understanding of pictures (Lytro), displays for visualizing 3D/4D content without special eyewear (Nintendo 3DS), motion-sensing devices that use light coded in space or time to detect motion and position (Kinect, Leap Motion), and a movement toward ubiquitous computing with wearable cameras and displays (Google Glass).
This short (1.5 hour) course serves as an introduction to the key ideas and an overview of the latest work in computational cameras, displays, and light transport.
Computational Displays in 4D, 6D, 8D
We have explored how light propagates from thin elements into a volume for viewing for both automultiscopic displays and holograms. In particular, devices that are typically connected with geometric optics, like parallax barriers, differ in treatment from those that obey physical optics, like holograms. However, the two concepts are often used to achieve the same effect of capturing or displaying a combination of spatial and angular information. Our work connects the two approaches under a general framework based in ray space, from which insights into applications and limitations of both parallax-based and holography-based systems are observed.
Both parallax barrier systems and the practical holographic displays are limited in that they only provide horizontal parallax. Mathematically, this is equivalent to saying that they can always be expressed as a rank-1 matrix (i.e, a matrix in which all the columns are linearly related). Knowledge of this mathematical limitation has helped us to explore the space of possibilities and extend the capabilities of current display types. In particular, we have designed a display that uses two LCD panels, and an optimisation algorithm, to produce a content-adaptive automultiscopic display (SIGGRAPH Asia 2010).
(Joint work with R Horstmeyer, Se Baek Oh, George Barbastathis, Doug Lanman, Matt Hirsch and Yunhee Kim) http://cameraculture.media.mit.edu
In other work we have developed a 6D optical system that responds to changes in viewpoint as well as changes in surrounding light. Our lenticular array alignment allows us to achieve such a system as a passive setup, omitting the need for electrical components. Unlike traditional 2D flat displays, our 6D displays discretize the incident light field and modulate 2D patterns in order to produce super-realistic (2D) images. By casting light at variable intensities and angles onto our 6D displays, we can produce multiple images as well as store greater information capacity on a single 2D film (SIGGRAPH 2008).
Ramesh Raskar joined the Media Lab from Mitsubishi Electric Research Laboratories in 2008 as head of the Lab’s Camera Culture research group. His research interests span the fields of computational photography, inverse problems in imaging and human-computer interaction. Recent inventions include transient imaging to look around a corner, next generation CAT-Scan machine, imperceptible markers for motion capture (Prakash), long distance barcodes (Bokode), touch+hover 3D interaction displays (BiDi screen), low-cost eye care devices (Netra) and new theoretical models to augment light fields (ALF) to represent wave phenomena.
In 2004, Raskar received the TR100 Award from Technology Review, which recognizes top young innovators under the age of 35, and in 2003, the Global Indus Technovator Award, instituted at MIT to recognize the top 20 Indian technology innovators worldwide. In 2009, he was awarded a Sloan Research Fellowship. In 2010, he received the Darpa Young Faculty award. He holds over 40 US patents and has received four Mitsubishi Electric Invention Awards. He is currently co-authoring a book on Computational Photography. http://raskar.info
HR3D: Content Adaptive Parallax Barriers, SIGGRAPH Asia 2010 Technical Paper presentation, presented by Douglas Lanman (http://web.media.mit.edu/~dlanman). Please see the project page for more details: http://web.media.mit.edu/~mhirsch/hr3d
This is a project in the Camera Culture group (http://cameraculture.media.mit.edu) at the MIT Media Lab, led by Professor Ramesh Raskar (http://web.media.mit.edu/~raskar).
This ppt contains all the details of Stereoscopic imaging. It includes from history, introduction, its working technique, 3D viewers, 3D cameras, future scope, advantages, disadvantages. In all, its the complete stuff that can satisfy anyone.
Montage4D: Interactive Seamless Fusion of Multiview Video TexturesRuofei Du
Project Site: http://montage4d.com
The commoditization of virtual and augmented reality devices and the availability of inexpensive consumer depth cameras have catalyzed a resurgence of interest in spatiotemporal performance capture. Recent systems like Fusion4D and Holoportation address several crucial problems in the real-time fusion of multiview depth maps into volumetric and deformable representations. Nonetheless, stitching multiview video textures onto dynamic meshes remains challenging due to imprecise geometries, occlusion seams, and critical time constraints. In this paper, we present a practical solution towards real-time seamless texture montage for dynamic multiview reconstruction. We build on the ideas of dilated depth discontinuities and majority voting from Holoportation to reduce ghosting effects when blending textures. In contrast to their approach, we determine the appropriate blend of textures per vertex using view-dependent rendering techniques, so as to avert fuzziness caused by the ubiquitous normal-weighted blending. By leveraging geodesics-guided diffusion and temporal texture fields, our algorithm mitigates spatial occlusion seams while preserving temporal consistency. Experiments demonstrate significant enhancement in rendering quality, especially in detailed regions such as faces. We envision a wide range of applications for Montage4D, including immersive telepresence for business, training, and live entertainment.
Tailored Displays to Compensate for Visual Aberrations - SIGGRAPH PresentationVitor Pamplona
Can we create a display that adapts itself to improve one's eyesight? Top figure compares the view of a 2.5-diopter farsighted individual in regular and tailored displays. We use currently available inexpensive technologies to warp light fields to compensate for refractive errors and scattering sites in the eye.
A compressive approach to light field synthesis with projection devices. We propose a novel, passive screen design that is combined with high-speed light field projection and nonnegative light field factorization. We demonstrate that the projector can alternatively achieve super-resolved and high dynamic range 2D image display when used with a conventional screen.
We have built a camera that can look around corners and beyond the line of sight. The camera uses light that travels from the object to the camera indirectly, by reflecting off walls or other obstacles, to reconstruct a 3D shape.
SIGGRAPH 2014 Course on Computational Cameras and Displays (part 2)Matthew O'Toole
Recent advances in both computational photography and displays have given rise to a new generation of computational devices. Computational cameras and displays provide a visual experience that goes beyond the capabilities of traditional systems by adding computational power to optics, lights, and sensors. These devices are breaking new ground in the consumer market, including lightfield cameras that redefine our understanding of pictures (Lytro), displays for visualizing 3D/4D content without special eyewear (Nintendo 3DS), motion-sensing devices that use light coded in space or time to detect motion and position (Kinect, Leap Motion), and a movement toward ubiquitous computing with wearable cameras and displays (Google Glass).
This short (1.5 hour) course serves as an introduction to the key ideas and an overview of the latest work in computational cameras, displays, and light transport.
Computational Displays in 4D, 6D, 8D
We have explored how light propagates from thin elements into a volume for viewing for both automultiscopic displays and holograms. In particular, devices that are typically connected with geometric optics, like parallax barriers, differ in treatment from those that obey physical optics, like holograms. However, the two concepts are often used to achieve the same effect of capturing or displaying a combination of spatial and angular information. Our work connects the two approaches under a general framework based in ray space, from which insights into applications and limitations of both parallax-based and holography-based systems are observed.
Both parallax barrier systems and the practical holographic displays are limited in that they only provide horizontal parallax. Mathematically, this is equivalent to saying that they can always be expressed as a rank-1 matrix (i.e, a matrix in which all the columns are linearly related). Knowledge of this mathematical limitation has helped us to explore the space of possibilities and extend the capabilities of current display types. In particular, we have designed a display that uses two LCD panels, and an optimisation algorithm, to produce a content-adaptive automultiscopic display (SIGGRAPH Asia 2010).
(Joint work with R Horstmeyer, Se Baek Oh, George Barbastathis, Doug Lanman, Matt Hirsch and Yunhee Kim) http://cameraculture.media.mit.edu
In other work we have developed a 6D optical system that responds to changes in viewpoint as well as changes in surrounding light. Our lenticular array alignment allows us to achieve such a system as a passive setup, omitting the need for electrical components. Unlike traditional 2D flat displays, our 6D displays discretize the incident light field and modulate 2D patterns in order to produce super-realistic (2D) images. By casting light at variable intensities and angles onto our 6D displays, we can produce multiple images as well as store greater information capacity on a single 2D film (SIGGRAPH 2008).
Ramesh Raskar joined the Media Lab from Mitsubishi Electric Research Laboratories in 2008 as head of the Lab’s Camera Culture research group. His research interests span the fields of computational photography, inverse problems in imaging and human-computer interaction. Recent inventions include transient imaging to look around a corner, next generation CAT-Scan machine, imperceptible markers for motion capture (Prakash), long distance barcodes (Bokode), touch+hover 3D interaction displays (BiDi screen), low-cost eye care devices (Netra) and new theoretical models to augment light fields (ALF) to represent wave phenomena.
In 2004, Raskar received the TR100 Award from Technology Review, which recognizes top young innovators under the age of 35, and in 2003, the Global Indus Technovator Award, instituted at MIT to recognize the top 20 Indian technology innovators worldwide. In 2009, he was awarded a Sloan Research Fellowship. In 2010, he received the Darpa Young Faculty award. He holds over 40 US patents and has received four Mitsubishi Electric Invention Awards. He is currently co-authoring a book on Computational Photography. http://raskar.info
HR3D: Content Adaptive Parallax Barriers, SIGGRAPH Asia 2010 Technical Paper presentation, presented by Douglas Lanman (http://web.media.mit.edu/~dlanman). Please see the project page for more details: http://web.media.mit.edu/~mhirsch/hr3d
This is a project in the Camera Culture group (http://cameraculture.media.mit.edu) at the MIT Media Lab, led by Professor Ramesh Raskar (http://web.media.mit.edu/~raskar).
This ppt contains all the details of Stereoscopic imaging. It includes from history, introduction, its working technique, 3D viewers, 3D cameras, future scope, advantages, disadvantages. In all, its the complete stuff that can satisfy anyone.
Montage4D: Interactive Seamless Fusion of Multiview Video TexturesRuofei Du
Project Site: http://montage4d.com
The commoditization of virtual and augmented reality devices and the availability of inexpensive consumer depth cameras have catalyzed a resurgence of interest in spatiotemporal performance capture. Recent systems like Fusion4D and Holoportation address several crucial problems in the real-time fusion of multiview depth maps into volumetric and deformable representations. Nonetheless, stitching multiview video textures onto dynamic meshes remains challenging due to imprecise geometries, occlusion seams, and critical time constraints. In this paper, we present a practical solution towards real-time seamless texture montage for dynamic multiview reconstruction. We build on the ideas of dilated depth discontinuities and majority voting from Holoportation to reduce ghosting effects when blending textures. In contrast to their approach, we determine the appropriate blend of textures per vertex using view-dependent rendering techniques, so as to avert fuzziness caused by the ubiquitous normal-weighted blending. By leveraging geodesics-guided diffusion and temporal texture fields, our algorithm mitigates spatial occlusion seams while preserving temporal consistency. Experiments demonstrate significant enhancement in rendering quality, especially in detailed regions such as faces. We envision a wide range of applications for Montage4D, including immersive telepresence for business, training, and live entertainment.
Keywords: Signal processing, Applied optics, Computer graphics and vision, Electronics, Art, and Online photo collections
A computational camera attempts to digitally capture the essence of visual information by exploiting the synergistic combination of task-specific optics, illumination, sensors and processing. We will discuss and play with thermal cameras, multi-spectral cameras, high-speed, and 3D range-sensing cameras and camera arrays. We will learn about opportunities in scientific and medical imaging, mobile-phone based photography, camera for HCI and sensors mimicking animal eyes.
We will learn about the complete camera pipeline. In several hands-on projects we will build several physical imaging prototypes and understand how each stage of the imaging process can be manipulated.
We will learn about modern methods for capturing and sharing visual information. If novel cameras can be designed to sample light in radically new ways, then rich and useful forms of visual information may be recorded -- beyond those present in traditional protographs. Furthermore, if computational process can be made aware of these novel imaging models, them the scene can be analyzed in higher dimensions and novel aesthetic renderings of the visual information can be synthesized.
In this couse we will study this emerging multi-disciplinary field -- one which is at the intersection of signal processing, applied optics, computer graphics and vision, electronics, art, and online sharing through social networks. We will examine whether such innovative camera-like sensors can overcome the tough problems in scene understanding and generate insightful awareness. In addition, we will develop new algorithms to exploit unusual optics, programmable wavelength control, and femto-second accurate photon counting to decompose the sensed values into perceptually critical elements.
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingElectronic Arts / DICE
In this presentation part of the "Introduction to DirectX Raytracing" course, Colin Barré-Brisebois of SEED discusses some of the challenges the team had to go through when going from raster to real-time raytracing for Project PICA PICA.
Using Panoramic Videos for Multi-Person Localization and Tracking In A 3D Pan...Fan Yang
3D panoramic multi-person localization and tracking are prominent in many applications, however, conventional methods using LiDAR equipment could be economically expensive and also computationally inefficient due to the processing of point cloud data. In this work, we propose an effective and efficient approach at a low cost. First, we utilize RGB panoramic videos instead of LiDAR data. Then, we transform human locations from a 2D panoramic image coordinate to a 3D panoramic camera coordinate using camera geometry and human bio-metric property (i.e., height). Finally, we generate 3D tracklets by associating human appearance and 3D trajectory. We verify the effectiveness of our method on three datasets including a new one built by us, in terms of 3D single-view multi-person localization, 3D single-view multi-person tracking, and 3D panoramic multi-person localization and tracking. Our code is available at \url{https://github.com/fandulu/MPLT}.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2023/09/next-generation-computer-vision-methods-for-automated-navigation-of-unmanned-aircraft-a-presentation-from-immervision/
Julie Buquet, Applied Researcher for Imaging and AI at Immervision, presents the “Next-generation Computer Vision Methods for Automated Navigation of Unmanned Aircraft” tutorial at the May 2023 Embedded Vision Summit.
Unmanned aircraft systems (UASs) need to perform accurate autonomous navigation using sense-and-avoid algorithms under varying illumination conditions. This requires robust algorithms able to perform consistently, even when image quality is poor.
In this presentation, Buquet shares the results of Immervision’s research on the impact of noise and blur on corner detection algorithms and CNN-based 2D object detectors used for drone navigation. Specifically, she shows how to fine-tune these algorithms to make them effective in extreme low light (0.5 lux) and on images with high levels of noise or blur. She also highlights the main benefits of using such computer vision methods for drone navigation.
Movement Tracking in Real-time Hand Gesture RecognitionPranav Kulkarni
To translate the gesture performed by the user in a
video sequence into meaningful symbols/commands, feature
extraction is the first and most crucial step in such systems
which measures the detected hand positions and its movement
track. We propose an efficient approach based on inter-frame
difference (IDF) to handle the hand movement tracking, which
is shown to be more robust in the accuracy aspect compared to
skin-color based approaches. Computational efficiency is
another attractive property that our approach greatly
improves the processing frame rate to fulfil the demand of a
real-time hand gesture recognition system.
For the full video of this presentation, please visit:
https://www.embedded-vision.com/platinum-members/embedded-vision-alliance/embedded-vision-training/videos/pages/may-2018-embedded-vision-summit-kanade
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Dr. Takeo Kanade, U.A. and Helen Whitaker Professor at Carnegie Mellon University, presents the "Think Like an Amateur, Do As an Expert: Lessons from a Career in Computer Vision" tutorial at the May 2018 Embedded Vision Summit.
In this keynote presentation, Dr. Kanade shares his experiences and lessons learned in developing a vast range of pioneering computer vision systems and autonomous robots, including face recognition, autonomously-driven cars, computer-assisted surgical robots, robot helicopters, biological live cell tracking and a system for sports broadcasts. Most researchers, when asked their fondest desire, respond that they want to do good research. If asked what constitutes “good research,” they often find it difficult to give a clear answer. For Dr. Kanade, good research derives from solving real-world problems, delivering useful results to society.
“Think like an amateur, do as an expert” is Dr. Kanade's research motto: When conceptualizing a problem and its possible solution, think simply and openly, as a novice in that field, without preconceived notions. When implementing a solution, on the other hand, do so thoroughly, meticulously and with expert skill. In his research projects, Dr. Kanade has met and worked with people from diverse backgrounds, and has encountered many challenges. While exploring the technical side of some of his most important projects, he also describes experiences that highlight the enjoyable aspects of a researcher’s life—those that have occurred accidentally or inevitably as his “Think like an amateur, do as an expert” approach has guided his interactions with problems and people.
A new gaze-contingent rendering mode for VR/AR that renders in perceptually correct ocular parallax which benefits depth perception and perceptual realism.
Imaging objects obscured by occluders is a significant challenge for many applications. A camera that could “see around corners” could help improve navigation and mapping capabilities of autonomous vehicles or make search and rescue missions more effective. Time-resolved single-photon imaging systems have recently been demonstrated to record optical information of a scene that can lead to an estimation of the shape and reflectance of objects hidden from the line of sight of a camera. However, existing non-line-of-sight (NLOS) reconstruction algorithms have been constrained in the types of light transport effects they model for the hidden scene parts. We introduce a factored NLOS light transport representation that accounts for partial occlusions and surface normals. Based on this model, we develop a factorization approach for inverse time-resolved light transport and demonstrate high-fidelity NLOS reconstructions for challenging scenes both in simulation and with an experimental NLOS imaging system.
We have compiled the most important slides from each speaker's presentation. This year’s compilation, available for free, captures the key insights and contributions shared during the DfMAy 2024 conference.
Water billing management system project report.pdfKamal Acharya
Our project entitled “Water Billing Management System” aims is to generate Water bill with all the charges and penalty. Manual system that is employed is extremely laborious and quite inadequate. It only makes the process more difficult and hard.
The aim of our project is to develop a system that is meant to partially computerize the work performed in the Water Board like generating monthly Water bill, record of consuming unit of water, store record of the customer and previous unpaid record.
We used HTML/PHP as front end and MYSQL as back end for developing our project. HTML is primarily a visual design environment. We can create a android application by designing the form and that make up the user interface. Adding android application code to the form and the objects such as buttons and text boxes on them and adding any required support code in additional modular.
MySQL is free open source database that facilitates the effective management of the databases by connecting them to the software. It is a stable ,reliable and the powerful solution with the advanced features and advantages which are as follows: Data Security.MySQL is free open source database that facilitates the effective management of the databases by connecting them to the software.
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Literature Review Basics and Understanding Reference Management.pptxDr Ramhari Poudyal
Three-day training on academic research focuses on analytical tools at United Technical College, supported by the University Grant Commission, Nepal. 24-26 May 2024
Understanding Inductive Bias in Machine LearningSUTEJAS
This presentation explores the concept of inductive bias in machine learning. It explains how algorithms come with built-in assumptions and preferences that guide the learning process. You'll learn about the different types of inductive bias and how they can impact the performance and generalizability of machine learning models.
The presentation also covers the positive and negative aspects of inductive bias, along with strategies for mitigating potential drawbacks. We'll explore examples of how bias manifests in algorithms like neural networks and decision trees.
By understanding inductive bias, you can gain valuable insights into how machine learning models work and make informed decisions when building and deploying them.
KuberTENes Birthday Bash Guadalajara - K8sGPT first impressionsVictor Morales
K8sGPT is a tool that analyzes and diagnoses Kubernetes clusters. This presentation was used to share the requirements and dependencies to deploy K8sGPT in a local environment.
18. Existing Approaches
Multiplane
Rolland et al., Applied Optics 2000 Akeley et al., SIGGRAPH 2004
Focal Surfaces
Matsuda et al., SIGGRAPH 2017
Light Field
Huang et al., SIGGRAPH 2015
Lanman et al., SIGGRAPH Asia 2013
Holographic
Maimone et al., SIGGRAPH 2017
Adaptive Focus
Sugihara et al., SID 1998
Liu et al., ISMAR 2008
Koulieris et al.,SIGGRAPH 2017
Padmanaban et al., PNAS 2017
94. 3D 2.5D 2D 1.5D 1D 0D
ConventionalAIAI2-planeAI3-plane
Editor's Notes
Displays different from other displays presented today, in that they don't rely on the retinal blur cue to drive accommodation
If we look at conventional vr display
Creates virtual images some fixed distance away, which is what everyone is attempting to get away from, because it causes our eyes to focus only to that distance.
This design is not viable for anyone trying to support accommodation
If we were to look inside one of these displays and focus to 25cm, we’d see quite a blurry image
But as we focus closer and closer to the plane of the virtual image, we see a crisper image appear until we focus to the plane of the virutal image and see a sharp image
Like autofocus
If we were to look inside one of these displays and focus to 25cm, we’d see quite a blurry image
But as we focus closer and closer to the plane of the virtual image, we see a crisper image appear until we focus to the plane of the virutal image and see a sharp image
If we were to look inside one of these displays and focus to 25cm, we’d see quite a blurry image
But as we focus closer and closer to the plane of the virtual image, we see a crisper image appear until we focus to the plane of the virutal image and see a sharp image
If we were to look inside one of these displays and focus to 25cm, we’d see quite a blurry image
But as we focus closer and closer to the plane of the virtual image, we see a crisper image appear until we focus to the plane of the virutal image and see a sharp image
If we were to look inside one of these displays and focus to 25cm, we’d see quite a blurry image
But as we focus closer and closer to the plane of the virtual image, we see a crisper image appear until we focus to the plane of the virutal image and see a sharp image
This is effectively how our auto-focusing mechanism works, by taking advantage of the gradient in the perceived blur
What is a point spread function?
However, today, we propose a display type that will have a consistent perceived blur regardless of focus state
Meaning that we refocus, we end up seeing the exact same image... Which breaks our conventional method of refocusing
Point spread function is the impulse response of a system to a point light source.
Let’s take a step back and understand how our visual system works.
When we look around the real world, our eyes perform two actions simultaneously: vergence and accommodation.
Vergence refers to the relative rotation of our eyeballs in their sockets. If I hold my finger up like this and look at it, my eyes rotate inwards. Simple enough.
Let’s take a step back and understand how our visual system works.
When we look around the real world, our eyes perform two actions simultaneously: vergence and accommodation.
Vergence refers to the relative rotation of our eyeballs in their sockets. If I hold my finger up like this and look at it, my eyes rotate inwards. Simple enough.
Let’s take a step back and understand how our visual system works.
When we look around the real world, our eyes perform two actions simultaneously: vergence and accommodation.
Vergence refers to the relative rotation of our eyeballs in their sockets. If I hold my finger up like this and look at it, my eyes rotate inwards. Simple enough.
Cross-coupling -> real world
In real world the consistent cross coupling allows our vergence and accommodation to converge faster
Both systems are always driven to the same distance
But this is not the case in current VR displays
Systems support vergence, displays correct stereoscopic images
Virtual image plane is fixed due to glass optics
Mismatch between the binocular disparity and retinal blur cues, and this cross-coupling is now in conflict
Mismatch headache, eye strain, reduced visual clarity
Therefore the goal in general here, is to support multiple accommodative planes or even better a continuous range of accommodation distances.
Underlying theme: produce realistic retinal blur cues to drive accommodation
Not what we are trying to achieve
Optically disable
And ask a more fundamental question.
Given that the accommodation state of the two eyes are linked, can the accommodation switch between these two planes?
If so, then we could get two planes of accommodation by simply switching out one of the lenses in your favorite headset, and changing the rendering pipeline slightly to account for the change in magnification. That would be great!
And the answer is to the question is ... No...
But before we dive into our results, let me show you how we came up with this idea of monovision. It is actually a common alternative to bifocal lenses when treating presbyopia.
Think of your eye as a camera
Because of the incredibly wide depth of field, objects at all depths look the same, which is the same as removing the retinal blur cue!
Pinhole camera to pinhole display
Don’t need need constrict the pupil, we can just open up a very small exit pupil of the system
Because of the incredibly wide depth of field, objects at all depths look the same, which
Need pupil tracking + steering to support this system
Because of the incredibly wide depth of field, objects at all depths look the same, which
Need pupil tracking + steering to support this system
Make this slide have an animation where the the retinal blur cues are superimposed and added eventually created a depth-invariant blur cue
60 Hz
All images from 3D diopters
All images from 3D diopters
All images from 3D diopters
here’s out take on adaptive focus display hardware
others try to build smaller and smaller displays, we probably built the world’s biggest VR display here
A clever combinatino of time-modulated backlight intensity and displayed images may be a viable approach to optimizing image resolution
Strobe backlight during sweep
Creates multiple virtual images
Not multifocal
Accommodation driven to plane closer to vergence distance
Till now I’ve shown you the conventional display mode, with only 1 virtual image plane, and
The accommodation invariant mode where we perform the focal sweep.
But now with the strobe we can implement a 2-plane AI mode
But now with the strobe we can implement a 2-plane AI mode
You can see that the blur
Explain what MTF is
Industry-standard slanted-edge method of capturing the MTF
Explain what MTF is
Industry-standard slanted-edge method of capturing the MTF
Explain what MTF is
Industry-standard slanted-edge method of capturing the MTF
Explain what MTF is
Industry-standard slanted-edge method of capturing the MTF
Explain what MTF is
Industry-standard slanted-edge method of capturing the MTF
And ask a more fundamental question.
Given that the accommodation state of the two eyes are linked, can the accommodation switch between these two planes?
If so, then we could get two planes of accommodation by simply switching out one of the lenses in your favorite headset, and changing the rendering pipeline slightly to account for the change in magnification. That would be great!
And the answer is to the question is ... No...
But before we dive into our results, let me show you how we came up with this idea of monovision. It is actually a common alternative to bifocal lenses when treating presbyopia.
For all modes, a 6.2cm Maltese cross oscillated between 0.5 and 4 D (mean 2.25 D, amplitude 1.75 D) at 0.125 Hz
For all modes, a 6.2cm Maltese cross oscillated between 0.5 and 4 D (mean 2.25 D, amplitude 1.75 D) at 0.125 Hz
For all modes, a 6.2cm Maltese cross oscillated between 0.5 and 4 D (mean 2.25 D, amplitude 1.75 D) at 0.125 Hz
Indicate disparity driven accommodation via the removal of focus cues in a near-eye display can be achieved, although the resulting accommodative gain is not quite as high as with natural focus cues.
However, there are many depth cues at play here and we are mainly interested in the effect of binocular disparity specifically on accommodation (removing all other cues)
To do so, we performed a second study
Static target at 9 discrete depths
2 second blank period
3 second stimulus
Interesting because we don’t see the step response we’d expect to see for the 2-plane and 3-plane modes. But then again this is averaged data
When we look at some individual data plots, we see that some people see very strong response to the AI condition, while others so none at all.
It would be interesting to investigate why there is this much discrepancy between users.
And ask a more fundamental question.
Given that the accommodation state of the two eyes are linked, can the accommodation switch between these two planes?
If so, then we could get two planes of accommodation by simply switching out one of the lenses in your favorite headset, and changing the rendering pipeline slightly to account for the change in magnification. That would be great!
And the answer is to the question is ... No...
But before we dive into our results, let me show you how we came up with this idea of monovision. It is actually a common alternative to bifocal lenses when treating presbyopia.
I want to start with the stereoscope …
However, the basic optics of these systems have remained largely unchanged since their conception over a century ago.
Stereoscope, 1800s, similar to today
Two views to get 3D perception
However, today, we propose a display type that will have a consistent perceived blur regardless of focus state
Meaning that we refocus, we end up seeing the exact same image... Which breaks our conventional method of refocusing
Point spread function is the impulse response of a system to a point light source.
Why this is a computational display?
Point spread function engineering