Abstract

ABSTRACTNear-eye displays (NEDs) are an excellent candidate for the future of augmented reality. Conventional micro-display based NED designs mostly provide stereoscopic 3D experience, which leads to visual discomfort due to vergence-accommodation conflict. Computational holographic near-eye displays (HNEDs) can simultaneously provide wide FOV, retinal resolution, attractive form-factor, and natural depth cues including accommodation. In HNEDs, computer-generated holograms (CGHs) are displayed on a spatial light modulators (SLMs). We propose a CGH computation algorithm that applies to arbitrary paraxial optical architectures; where the SLM illumination beam can be collimated, converging or diverging, and the SLM image as seen by the eye box plane may form at an arbitrary location, and can be virtual or real. Our CGH computation procedure eliminates speckle noise, which is observed in all other laser-based displays, and chromatic aberrations resulting from the light sources and the optics. Our proof-of-concept experiments demonstrate that HNEDs with simple optical architectures can deliver natural 3D images within a wide FOV (70 degrees) at retinal resolution (30 cycles-per-degree), exceeding 4000 resolvable pixels on a line using a printed binary mask. With the advances in SLM technology, HNEDs can realize the ultimate personalized display, meeting the demand of emerging augmented and virtual reality applications.

Highlights

  • Head-worn near-eye displays (NEDs) have promised an unprecedented experience in human–computer interaction with quite exciting augmented reality and virtual reality applications [1,2]

  • We propose a computer-generated holograms (CGHs) computation algorithm that applies to arbitrary paraxial optical architectures; where the spatial light modulators (SLMs) illumination beam can be collimated, converging or diverging, and the SLM image as seen by the eye box plane may form at an arbitrary location, and can be virtual or real

  • Our work shows and demonstrates that breakthrough achievements can be obtained through the unification of the near-eye and holographic display domains: On one side, Near-eye displays (NEDs), which have suffered from bulkiness and created visual discomfort, can become impressively compact to achieve eye-glass form factors while providing quite wide FOVs, retinal resolution and natural 3D

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Summary

Introduction

Head-worn near-eye displays (NEDs) have promised an unprecedented experience in human–computer interaction with quite exciting augmented reality and virtual reality applications [1,2]. A flat panel microdisplay is deployed and the visual information is presented in the form of regular 2D images, mostly corresponding to perspective 2D views This approach leads to two fundamental limitations: relay optics and visual fatigue problems [1,2]. The visual fatigue limitation stems from the fact that microdisplay-based NEDs can only provide stereoscopic 3D It is well-established that stereoscopic systems have a fixed focus distance and cause visual discomfort, which is triggered by the conflict between the accommodation SeaReal’s solution does not attempt to deliver the object waves within a large viewing area, but rather provides the object wave merely within two small windows conjugated to and steered with the eyes of the viewer This way, the spatial bandwidth requirement of the holographic display is significantly reduced.

Holographic near-eye display principles
Review of CGH computation methods
CGH computation for HNEDs using scalar wave optics and paraxial approximation
Experiment 1: diverging beam illumination using SLM
Experiment 2: diverging beam illumination using binary mask
Experiment 3: converging beam illumination using SLM
Reconstruction of holograms with 4 depth plane
Converging beam illumination using SLM and speckle reduction
Experiment 4: full color with aberration correction using SLM
Conclusions
Notes on contributors
Full Text
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