scholarly journals Foveated glasses-free 3D display with ultrawide field of view via a large-scale 2D-metagrating complex

2021 ◽  
Vol 10 (1) ◽  
Author(s):  
Jianyu Hua ◽  
Erkai Hua ◽  
Fengbin Zhou ◽  
Jiacheng Shi ◽  
Chinhua Wang ◽  
...  

AbstractGlasses-free three-dimensional (3D) displays are one of the game-changing technologies that will redefine the display industry in portable electronic devices. However, because of the limited resolution in state-of-the-art display panels, current 3D displays suffer from a critical trade-off among the spatial resolution, angular resolution, and viewing angle. Inspired by the so-called spatially variant resolution imaging found in vertebrate eyes, we propose 3D display with spatially variant information density. Stereoscopic experiences with smooth motion parallax are maintained at the central view, while the viewing angle is enlarged at the periphery view. It is enabled by a large-scale 2D-metagrating complex to manipulate dot/linear/rectangular hybrid shaped views. Furthermore, a video rate full-color 3D display with an unprecedented 160° horizontal viewing angle is demonstrated. With thin and light form factors, the proposed 3D system can be integrated with off-the-shelf purchased flat panels, making it promising for applications in portable electronics.

2019 ◽  
Vol 9 (6) ◽  
pp. 1182 ◽  
Author(s):  
Hongyue Gao ◽  
Fan Xu ◽  
Jicheng Liu ◽  
Zehang Dai ◽  
Wen Zhou ◽  
...  

In this paper, we propose a holographic three-dimensional (3D) head-mounted display based on 4K-spatial light modulators (SLMs). This work is to overcome the limitation of stereoscopic 3D virtual reality and augmented reality head-mounted display. We build and compare two systems using 2K and 4K SLMs with pixel pitches 8.1 μm and 3.74 μm, respectively. One is a monocular system for each eye, and the other is a binocular system using two tiled SLMs for two eyes. The viewing angle of the holographic head-mounted 3D display is enlarged from 3.8 ∘ to 16.4 ∘ by SLM tiling, which demonstrates potential applications of true 3D displays in virtual reality and augmented reality.


2013 ◽  
Vol 44 (1) ◽  
pp. 81-84 ◽  
Author(s):  
Hidefumi Takamine ◽  
Hiroshi Hasegawa ◽  
Hideaki Okano ◽  
Takahiro Kamikawa ◽  
Shin-ichi Uehara ◽  
...  

Author(s):  
Eliab Z. Opiyo ◽  
Imre Horva´th

Standard two-dimensional (2D) computer displays are traditionally used in engineering design to display the three-dimensional (3D) images generated by computer-aided design and engineering (CAD/CAE) systems. These displays serve primarily as passive visualization tools. The interaction with the displayed images on these devices is only possible through archaic 2D peripheral input devices such as keyboards and mice; via the Windows, Icons, Menus and Pointing (WIMP) style graphical user interfaces. It is widely acknowledged in the design community that such visualization and interaction methods do not match the way the designers think and work. Overall, the emerging volumetric 3D displays are seen as the obvious replacement of flat displays in future. This paper explores the possibility of stepping beyond the present 2D desktop computer monitors, and investigate the practicalities of using the emerging volumetric 3D displays, coupled with non encumbering natural interaction means such as gestures, hand motions and haptics for designing in 3D space. We first explore the need for spatial visualization and interaction in design, and outline how the volumetric 3D imaging devices could be used in design. We then review the existing volumetric 3D display configurations, and investigate how they would assist designing in 3D space. Next, we present the study we conducted to seek views of the designers on what kind of volumetric 3D display configuration would more likely match their needs. We finally highlight what would be the consequences and benefits of using volumetric 3D displays instead of the canonical flat screen displays and 2D input devices in design. It has been established that the designers who participated as subjects in the above-mentioned preliminary field study feel that dome-shaped and aerial volumetric 3D imaging devices, which allow for both visualization and interaction with virtual objects, are the imaging options that would not only better suit their visualization and interaction needs, but would also satisfy most of the usability requirements. However, apart from dealing with the remaining basic technological gaps, the challenge is also on how to combine the prevailing proven CAD/CAE technologies and the emerging interaction technologies with the emerging volumetric 3D imaging technologies. As a result of turning to volumetric 3D imaging devices, there is also the challenge of putting in place a formal methodology for designing in 3D space by using these devices.


Author(s):  
Todd M. Eischeid ◽  
Mark W. Scerbo

The present study examined the effectiveness of three types of virtual desktop displays with varying degrees of perceptual cues: two-dimensional (2D) display, three-dimensional (3D) display without motion, and 3D display with motion parallax. It was expected that performance would improve as the number of perceptual cues increased. Participants were asked to search for documents either with an organizational scheme they created themselves or with a preconstructed arrangement. As expected, those who organized their own desktops performed better than those using a preconstructed arrangement; however, these effects were moderated by cue condition. Differences among the cues had no effect on subjective organization. However, searching a preconstructed arrangement benefited from a 2D representation. These findings suggest that a 3D representation may be ill suited to tasks in which semantic material is stored in a virtual information space.


Photonics ◽  
2021 ◽  
Vol 8 (8) ◽  
pp. 331
Author(s):  
Nikolai Petrov ◽  
Maksim Khromov ◽  
Yuri Sokolov

Glassless 3D displays using projectors and mobile phones based on integral imaging technology have been developed. Three-dimensional image files are created from the 2D images captured by a conventional camera. Large size 3D images using four HD and Ultra HD 4K projectors are created with a viewing angle of 35 degrees and a large depth. Three-dimensional images are demonstrated using optimized lenticular lenses and mobile smartphones, such as LG and Samsung with resolution 2560 × 1440, and 4K Sony with resolution 3840 × 2160.


2015 ◽  
Vol 23 (20) ◽  
pp. 25950 ◽  
Author(s):  
Xunbo Yu ◽  
Xinzhu Sang ◽  
Xin Gao ◽  
Zhidong Chen ◽  
Duo Chen ◽  
...  

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Takashi Nishitsuji ◽  
Takashi Kakue ◽  
David Blinder ◽  
Tomoyoshi Shimobaba ◽  
Tomoyoshi Ito

AbstractHolography is a promising technology for photo-realistic three-dimensional (3D) displays because of its ability to replay the light reflected from an object using a spatial light modulator (SLM). However, the enormous computational requirements for calculating computer-generated holograms (CGHs)—which are displayed on an SLM as a diffraction pattern—are a significant problem for practical uses (e.g., for interactive 3D displays for remote navigation systems). Here, we demonstrate an interactive 3D display system using electro-holography that can operate with a consumer’s CPU. The proposed system integrates an efficient and fast CGH computation algorithm for line-drawn 3D objects with inter-frame differencing, so that the trajectory of a line-drawn object that is handwritten on a drawing tablet can be played back interactively using only the CPU. In this system, we used an SLM with 1,920 $$\times $$ × 1,080 pixels and a pixel pitch of 8 μm × 8 μm, a drawing tablet as an interface, and an Intel Core i9–9900K 3.60 GHz CPU. Numerical and optical experiments using a dataset of handwritten inputs show that the proposed system is capable of reproducing handwritten 3D images in real time with sufficient interactivity and image quality.


Author(s):  
Seok Lee ◽  
Juyong Park ◽  
Dongkyung Nam

In this article, the authors present an image processing method to reduce three-dimensional (3D) crosstalk for eye-tracking-based 3D display. Specifically, they considered 3D pixel crosstalk and offset crosstalk and applied different approaches based on its characteristics. For 3D pixel crosstalk which depends on the viewer’s relative location, they proposed output pixel value weighting scheme based on viewer’s eye position, and for offset crosstalk they subtracted luminance of crosstalk components according to the measured display crosstalk level in advance. By simulations and experiments using the 3D display prototypes, the authors evaluated the effectiveness of proposed method.


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