Research Progress of Liquid Crystal Polymer Composites in Augmented and Virtual Reality

2021 ◽  
Vol 13 (4) ◽  
pp. 522-529
Author(s):  
Xiao-Min Liu ◽  
Bing-Bing Zhang ◽  
Zi-Yang Niu ◽  
Meng-Zhu Du ◽  
Su-Xiao Li

The three-dimensional (3D) display technology has always been a hot spot in the display field. The core of augmented reality (AR), virtual reality (VR), and naked-eye 3D display are to visually regulate the light entering the human eye to form a binocular parallax, that is, a visual deviation in the image of the two eyes, which produces a stereoscopic sense in the human brain. In the AR and VR display field, we always pursue a perfect immersive visual experience, which poses great challenges to the wide field of view (FOV) and high resolution of the system. As a new type of polymer material, liquid crystal polymers are widely used in AR and VR because of their unique optoelectronic properties, such as scattering or transparency with the change of an applied electric field. In this paper, we review some key challenges in the field of AR and VR display, such as the well-known vergence-accommodation conflict (VAC), and propose solutions that have been proven effective. We introduce the important functions and optoelectronic properties of liquid crystal (LC) materials by describing in detail the working principle of polymer dispersed liquid crystal (PDLC), doublet geometric phase (GP) lens, and polymer-stabilized liquid crystal (PSLC). Finally, we summarize and discuss the main uses and challenges of liquid crystal materials in the field of AR and VR displays.

2011 ◽  
Vol 225-226 ◽  
pp. 1301-1304
Author(s):  
Li Juan Qin

At present, virtual reality technology is research hot spot in computer science. Campus roaming system is one application aspect of virtual reality technology. It provides a new means for digital campus. This paper gives a detail discussion for the design plan for three-dimensional virtual campus system with the aim to provide a practical avenue for the establishment of virtual campus roaming system.


2014 ◽  
Vol 596 ◽  
pp. 442-445
Author(s):  
Chang Long Jing ◽  
Qi Bin Feng ◽  
Ying Song Zhang ◽  
Guang Lei Yang ◽  
Zhi Gang Song ◽  
...  

A solid-state volumetric true 3D display developed by Hefei University of Technology consists of two main components: a high-speed video projector and a stack of liquid crystal shutters. The shutters are based on polymer stabilized cholesteric texture material, presenting different states that can be switched by different voltage. The high-speed video projector includes LED-based light source and tree-chip digital micro-mirror devices modulating RGB lights. A sequence of slices of three-dimensional images are projected into the liquid crystal shutters locating at the proper depth, forming a true 3D image depending on the human vision persistence. The prototype is developed. The measurement results show that the screen brightness can reach 149 nit and no flickers can be perceived.


1999 ◽  
Vol 39 (10) ◽  
pp. 1891-1902 ◽  
Author(s):  
Pierluigi Magagnini ◽  
Massimo Paci ◽  
Giovanna Poli ◽  
Maria Silvia Tonti ◽  
Piero Narducci

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.


2019 ◽  
Vol 63 (5) ◽  
pp. 50501-1-50501-11
Author(s):  
Ibragim R. Atadjanov ◽  
Seungkyu Lee

Abstract Multilayer light field three-dimensional displays are becoming popular due to their full resolution reconstruction and easy fabrication by utilizing existing display technologies such as liquid crystal display (LCD) panels. However, these displays still suffer from limited performance, achieving low angular resolution, narrow field of view, and small depth of field. One of the recent research ideas focusing on overcoming these limitations is perceptual quality improvement. But, currently introduced methods consider only specific issues/applications such as moiré fringe effect, and near-eye display technology. In this work, the authors propose a novel method of approximating light field data for dual-layered light field display considering the Human Visual and Perceptual System. The authors’ display configuration includes two liquid crystal panels with uniform backlight with no time multiplexing. It is not necessary for LCD panels to be parallel. For a wide field of view configuration, the authors introduce a quadratic penalization term to reduce ghost effects caused by neighboring views. This leads to an improved perceptual approximation of a given light field and increases the possibility of usage in design with a wider field of view configuration.


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