Padmanaban Nitish, Konrad Robert, Stramer Tal, Cooper Emily A, Wetzstein Gordon
Department of Electrical Engineering, Stanford University, Stanford, CA 94305.
Department of Psychological & Brain Sciences, Dartmouth College, Hanover, NH 03755
Proc Natl Acad Sci U S A. 2017 Feb 28;114(9):2183-2188. doi: 10.1073/pnas.1617251114. Epub 2017 Feb 13.
From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues can be overcome using display modes that adapt to the user via computational optics. By using focus-tunable lenses, mechanically actuated displays, and mobile gaze-tracking technology, these displays can be tailored to correct common refractive errors and provide natural focus cues by dynamically updating the system based on where a user looks in a virtual scene. Indeed, the opportunities afforded by recent advances in computational optics open up the possibility of creating a computing platform in which some users may experience better quality vision in the virtual world than in the real one.
从台式电脑到笔记本电脑再到移动设备,个人计算平台随着时间不断发展。展望未来,可穿戴计算被广泛认为将成为消费电子产品及其他领域不可或缺的一部分。可穿戴计算机与用户之间的主要界面通常是近眼显示器。然而,当前一代近眼显示器存在多种局限性:它们无法为所有用户提供完全自然的视觉线索和舒适的观看体验。从本质上讲,近眼显示器的许多问题是由传统光学的局限性导致的。当前的显示器无法再现自然视觉中伴随的焦点变化,也无法支持未矫正屈光不正的用户。通过两款近眼显示器原型,我们展示了如何使用通过计算光学适应用户的显示模式来克服这些问题。通过使用焦点可调透镜、机械驱动显示器和移动注视跟踪技术,这些显示器可以进行定制,以矫正常见的屈光不正,并通过根据用户在虚拟场景中的注视位置动态更新系统来提供自然的焦点线索。事实上,计算光学领域的最新进展所带来的机遇,开启了创建一个计算平台的可能性,在这个平台上,一些用户在虚拟世界中可能会体验到比现实世界更好的视觉质量。