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首页AR/VR/MR头显光学架构深度解析
《增强现实、虚拟现实与混合现实头戴设备的光学架构》是一本由Bernard C. Kress撰写的专著,于2020年由SPIE出版社出版。该书深入探讨了现代消费级、企业级以及专业领域的增强现实(AR)、虚拟现实(VR)和混合现实(MR)头戴设备所采用的关键光学架构、显示技术和构建模块。作者作为光学架构师,提供了全面且详尽的分析,旨在帮助读者理解这些技术如何协同工作,以提供沉浸式体验。 书中详细阐述了不同类型的光学系统,包括透镜设计、光路整合、光学元件的选择(如反射镜、衍射光栅等)、以及光学系统的集成策略。这些元素对于确保头戴设备的视场角、分辨率、亮度、对比度和延迟等性能参数至关重要。光学架构不仅影响设备的舒适性,还对视觉质量、交互效果和系统的能效有着直接影响。 此外,作者可能还会讨论最新的创新,如自由空间光通信(LiDAR)、激光投影显示技术、以及针对眼球追踪和头部追踪的定制光学解决方案。书中的内容涵盖了从基础理论到实际应用的广泛范围,旨在为研究人员、工程师以及对AR/VR/MR技术感兴趣的开发者提供实用的指导。 书中还包含了大量的图表、示例和案例研究,以帮助读者更好地理解和应用这些光学原理。同时,它也包含了相关的参考文献和索引,便于读者进一步深化研究或查找特定领域的最新进展。 《光学架构为增强、虚拟和混合现实头戴设备》是一本既适合专业人士参考,也适合对新兴技术感兴趣的学习者阅读的权威指南,有助于推动整个AR/VR/MR行业的进步和发展。通过这本书,读者可以掌握当前光学设计趋势,以及未来可能的技术革新方向。
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xvi Acronyms
LED Light-emitting diode
LSR Late-stage reprojection
LTPS Low-temperature poly-silicon (display)
M&A Mergers and acquisitions
MEMS Micro-electro-mechanical systems
MLA Micro-lens array
MR Mixed reality
MTF Modulation transfer function
MTP Motion-to-photon (latency)
mu-OLED Micro-OLED (panel) on silicon backplane
NTE Near-to-eye (display)
OLCD Organic liquid crystal display
OLED Organic LED (panel)
OST-HMD Optical see-through HMD
PDLC Polymer-dispersed liquid crystal
PPD Pixels per degree
PPI Pixels per inch
QLCD Quantum-dot liquid crystal display
RCWA Rigorous coupled wave analysis
ROI Return on investment
RSD Retinal scanning display
SLAM Simultaneous location and mapping
SLED Super-luminescent emitting diode
UWB Ultra-wide-band (chip)
VAC Vergence–accommodation conflict
VCSEL Vertical cavity surface emitting laser
VD Vertex distance
VLSI Very-large-scale integration
VR Virtual reality
VRD Virtual retinal display
VST-HMD Video see-through (HMD)
XR Extended reality
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1
Chapter 1
Introduction
Defense was the first application sector for augmented reality (AR) and
virtual reality (VR), as far back as the 1950s.
1
Based on such early
developments, the first consumer AR/VR boom expanded in the early
1990s and contracted considerably throughout that decade, a poster
child of a technology ahead of its time and also ahead of its markets.
2
However, due to the lack of available consumer display technologies
and related sensors, novel optical display concepts were introduced
throughout the 90s
3,4
that are still considered as state of the art, such as
the “Private Eye” smart glass from Reflection Technology (1989) and
the “Virtual Boy” from Nintendo (1995)—both based on scanning
displays rather than flat-panel displays. Although such display
technologies were well ahead of their time,
5–7
the lack of consumer-
grade IMU sensors, low-power 3D-rendering GPUs, and wireless data
transfer technologies contributed to the end of this first VR boom. The
other reason was the lack of digital content, or rather the lack of a clear
vision of adapted AR/VR content for enterprise or consumer spaces.
8,9
The only AR/VR sector that saw sustained efforts and
developments throughout the next decade was the defense industry
(flight simulation and training, helmet-mounted displays (HMDs) for
rotary-wing aircrafts, and head-up displays (HUDs) for fixed-wing
aircrafts).
10
The only effective consumer efforts during the 2000s was
in the field of automotive HUDs and personal binocular headset video
players.
Today’s engineers, exposed at an early age to ever-present flat-
panel display technologies, tend to act as creatures of habit much more
than their peers 20 years ago, who had to invent novel immersive
display technologies from scratch. We have therefore seen since 2012
the initial implementations of immersive AR/VR HMDs based on
readily available smartphone display panels (LTPS-LCD, IPS-LCD,
AMOLED) and pico-projector micro-display panels (HTPS-LCD, mu-
OLED, DLP, LCoS), IMUs, and camera and depth map sensors
(structured light or time of flight (TOF)). Currently, HMD architectures
are evolving slowly to more specific technologies, which might be a
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2 Chapter 1
better fit for immersive requirements than flat panels were, sometimes
resembling the display technologies invented throughout the first
AR/VR boom two decades earlier (inorganic mu-iLED panels, 1D
scanned arrays, 2D laser/VCSEL MEMS scanners, etc.).
The smartphone technology ecosystem, including the associated
display, connectivity, and sensor systems, shaped the emergence of the
second AR/VR boom and formed the first building blocks used by early
product integrators. Such traditional display technologies will serve as
an initial catalyst for what is coming next.
The immersive display experience in AR/VR is, however, a
paradigm shift from the traditional panel display experiences that have
existed for more than half a century, going from CRT TVs, to LCD
computer monitors and laptop screens, to OLED tablets and
smartphones, to LCoS, DLP, and MEMS scanner digital projectors, to
iLED smartwatches (see Fig. 1.1).
When flat-panel display technologies and architectures
(smartphone or micro-display panels) are used to implement immersive
near-to-eye (NTE) display devices, factors such as etendue, static
focus, low contrast, and low brightness become severe limitations.
Alternative display technologies are required to address the needs of
NTE immersive displays to match the specifics of the human visual
system.
Figure 1.1 Immersive NTE displays: a paradigm shift in personal
information display.
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Introduction 3
Figure 1.2 Mixed-reality spectrum continuum.
The emergence of the second AR/VR/smart-glasses boom in the
early 2010s introduced new naming trends, more inclusive than AR or
VR: mixed (or merged) reality (MR), more generally known today as
“XR,” a generic acronym for “extended reality.” The name “smart
eyewear” (world-locked audio, digital monocular display and
prescription eyewear) tends to replace the initial “smart glass” naming
convention.
Figure 1.2 represents the global MR spectrum continuum, from the
real-world experience to diminished reality (where parts of reality are
selectively blocked through hard edge occlusion, such as annoying
advertisements while walking or driving through a city, to blinding car
headlights while cruising at night on a highway), to AR as in optical
see-through MR (OST-MR), to merged reality as in video see-through
MR (VST-MR), to eventually pure virtual worlds (as in VR).
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4 Chapter 1
Word of Caution for the Rigorous Optical Engineer
With new naming conventions also come various abuses of language,
especially when the newly established and highly hyped field is driven
on the consumer mainstage by tech reviewers (online tech reviews,
general consumer newscasts, tech market analyst reports, tech
innovation talks and panels, various social media, etc.), aggressive
start-up marketing teams, and various MR content developers, rather
than HMD hardware engineers. The following are common offenders:
- The term “hologram” might refer to a simple fixed-focus
stereo image.
- The term “light field display” might refer to any attempt, no
matter how basic it might be, to solve the vergence–
accommodation conflict (VAC).
- The term “waveguide” might be used to refer to optical
“lightguides” with a very high number of propagating modes,
as in many optical combiners today.
- The term “achromatic” applied to gratings, holograms, or
metasurfaces might refer to optical elements that do not show
any parasitic dispersion within the limits of human visual
acuity but might still be intrinsically highly dispersive.
As a legal precedent might provide new legal grounds in the
judiciary field, a widespread naming precedent in a hyped technical
field might also provide a new general meaning to a technical term.
This is especially true in the online tech review and social media
scenes, where new naming grounds might be adopted widely and
quickly by the technical as well as non-technical public.
Although these are abuses of language in the rigorous optical
realm, they are now widely accepted within the XR community, of
which optical engineers form a minority (but a very necessary
minority). This book uses these same naming conventions to be
compatible with the terminology of the more general XR community.
Note that the term MR has also had its share of controversy in the
past years, referring alternatively to an OST-AR headset or a VST-VR
headset. It is now commonly accepted that both can be called MR
headsets, provided that all the required sensors are included (spatial
mapping, gesture sensors, and gaze trackers). The differences between
OST and VST headsets are narrowing as the underlying optical
technology and optical architectures advance, as will be discussed later.
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