AR and VR Engineering

👓AR and VR Engineering Unit 5 – AR/VR Displays and Devices

AR/VR displays and devices have revolutionized how we interact with digital content. From early VR systems to modern AR headsets, these technologies blend real and virtual worlds, offering immersive experiences through head-mounted displays, haptic feedback, and advanced tracking systems. Key components like display panels, lenses, and waveguides drive performance metrics such as resolution, refresh rate, and field of view. As the technology evolves, challenges like motion sickness and social acceptability are being addressed, paving the way for more advanced, comfortable, and widely adopted AR/VR experiences.

Key Concepts and Terminology

  • Augmented Reality (AR) overlays digital information onto the real world, enhancing the user's perception and interaction with the environment
  • Virtual Reality (VR) immerses users in a completely digital environment, replacing the real world with a simulated one
  • Mixed Reality (MR) blends real and virtual worlds, allowing digital objects to interact with the physical environment
  • Head-Mounted Displays (HMDs) are wearable devices that provide visual and auditory feedback to the user
  • Field of View (FOV) refers to the extent of the observable world seen at any given moment, typically measured in degrees
  • Latency is the delay between a user's action and the system's response, which can impact the sense of presence and immersion
  • Haptic feedback provides tactile sensations to the user, enhancing the sense of touch and interaction with virtual objects
  • Inside-out tracking uses sensors and cameras mounted on the HMD to track the user's position and orientation in the environment

Evolution of AR/VR Display Technology

  • Early VR systems in the 1960s, such as the Sensorama and the Ultimate Display, laid the foundation for immersive experiences
  • In the 1990s, VR gained popularity with the introduction of devices like the Virtual Boy and the CAVE (Cave Automatic Virtual Environment)
  • Smartphone-based VR, such as Google Cardboard and Samsung Gear VR, made VR more accessible to the masses in the 2010s
  • High-end VR systems, including the Oculus Rift and HTC Vive, offered improved resolution, refresh rates, and tracking capabilities
  • AR devices, such as Google Glass and Microsoft HoloLens, introduced wearable AR experiences
  • The convergence of AR and VR led to the development of Mixed Reality devices, blurring the line between real and virtual worlds
  • Advancements in display technology, such as higher resolution screens and foveated rendering, continue to enhance the visual quality of AR/VR experiences

Types of AR/VR Displays

  • Tethered VR displays, such as the Oculus Rift and HTC Vive, connect to a powerful computer to render high-quality graphics
    • These displays offer the best visual fidelity and performance but require a dedicated setup and limit user mobility
  • Standalone VR displays, like the Oculus Quest and Pico Neo, integrate all the necessary components into a single device
    • They provide a more portable and convenient VR experience but may have lower performance compared to tethered displays
  • Smartphone-based VR displays use a smartphone as the screen and processing unit, making VR accessible to a wider audience (Google Cardboard, Samsung Gear VR)
  • AR displays can be categorized into two main types: see-through and pass-through displays
    • See-through displays, such as the Microsoft HoloLens and Magic Leap, use transparent waveguides or combiners to overlay digital content onto the real world
    • Pass-through displays, like the Varjo XR-3 and Lynx-R1, capture the real world using cameras and display it on an opaque screen, allowing for mixed reality experiences
  • Projection-based AR systems use projectors to display digital content directly onto real-world surfaces, enabling shared experiences without the need for individual devices

Optical Systems and Components

  • Display panels, such as LCD, OLED, and micro-LED, are the primary components responsible for generating images in AR/VR displays
    • LCD (Liquid Crystal Display) panels use liquid crystals to modulate light and create images
    • OLED (Organic Light-Emitting Diode) panels offer high contrast ratios and deep blacks by self-emitting light
    • Micro-LED displays consist of tiny, self-emitting LED pixels, providing high brightness and efficiency
  • Lenses in AR/VR displays help focus the image and create a wide field of view
    • Fresnel lenses are commonly used to reduce the size and weight of the display while maintaining a large FOV
    • Pancake lenses use a combination of polarizers and quarter-wave plates to fold the optical path, resulting in a compact design
  • Waveguides are thin, transparent structures that guide light from a source to the user's eyes, enabling the creation of sleek and lightweight AR displays
    • Diffractive waveguides use gratings to couple light in and out of the waveguide, allowing for the display of digital content
    • Holographic waveguides employ holographic optical elements (HOEs) to control the direction and focus of light
  • Eye tracking systems monitor the user's gaze direction and eye movements, enabling foveated rendering and improved user interaction
    • Foveated rendering reduces the rendering workload by decreasing the image quality in the peripheral vision while maintaining high quality in the area of focus

Display Performance Metrics

  • Resolution refers to the number of pixels in a display, typically expressed as the number of pixels per inch (PPI) or the total number of pixels (e.g., 1920x1080)
    • Higher resolutions provide sharper and more detailed images, enhancing the visual quality of the AR/VR experience
  • Refresh rate is the number of times per second that the display updates the image, measured in Hertz (Hz)
    • Higher refresh rates (e.g., 90Hz, 120Hz) result in smoother motion and reduced motion blur, which is crucial for maintaining immersion and preventing motion sickness
  • Latency, or motion-to-photon latency, is the time delay between a user's movement and the corresponding update in the display
    • Lower latency is essential for maintaining a sense of presence and avoiding disorientation or nausea
  • Contrast ratio is the difference in luminance between the brightest white and the darkest black that a display can produce
    • Higher contrast ratios provide deeper blacks and more vivid colors, enhancing the overall visual quality
  • Color accuracy refers to how closely the colors displayed match the intended colors, often measured using color spaces like sRGB or DCI-P3
    • Accurate color reproduction is important for creating realistic and visually appealing AR/VR experiences
  • Brightness, measured in nits (cd/m²), determines the maximum luminance of the display
    • Higher brightness levels are necessary for AR displays to ensure visibility in various lighting conditions, including outdoor environments

Input and Tracking Devices

  • Motion controllers, such as the Oculus Touch and HTC Vive controllers, allow users to interact with virtual objects and navigate the environment
    • These controllers typically include buttons, joysticks, and touchpads for input, as well as sensors for tracking position and orientation
  • Gesture recognition systems use cameras or depth sensors to track hand and finger movements, enabling natural and intuitive interaction with virtual content (Leap Motion, Microsoft HoloLens 2)
  • Eye tracking devices, such as the Tobii Eye Tracker and Pupil Labs, monitor the user's gaze direction and eye movements
    • This information can be used for foveated rendering, attention analysis, and intuitive user interfaces
  • Haptic devices provide tactile feedback to the user, simulating the sense of touch in virtual environments
    • Haptic gloves, such as the HaptX Gloves and the Teslasuit Glove, use actuators and force feedback to create realistic tactile sensations
    • Haptic vests and suits, like the bHaptics TactSuit and the Teslasuit, provide full-body haptic feedback for enhanced immersion
  • Omnidirectional treadmills, such as the Virtuix Omni and the KatVR, allow users to walk and run in any direction within a virtual environment
    • These devices enable more natural and intuitive locomotion, reducing the risk of motion sickness and enhancing immersion

Challenges and Limitations

  • Vergence-accommodation conflict occurs when the eyes focus on a screen at a fixed distance while converging at a different virtual distance, leading to visual discomfort and fatigue
    • Solutions include varifocal displays, which adjust the focal distance based on the user's gaze, and light field displays, which provide multiple focal planes
  • Limited field of view in current AR/VR displays can break immersion and hinder the sense of presence
    • Researchers are developing displays with wider FOVs, such as the StarVR One (210° horizontal FOV) and the Pimax 8K X (200° diagonal FOV)
  • Motion sickness can occur when there is a mismatch between the visual and vestibular systems, often due to latency or inconsistent tracking
    • Reducing latency, improving tracking accuracy, and implementing comfort features like snap turning and vignetting can help mitigate motion sickness
  • Bulky and uncomfortable headsets can cause physical discomfort and hinder long-term use
    • Advancements in display technology, such as micro-displays and pancake lenses, aim to create more compact and lightweight designs
  • Social acceptability and privacy concerns surrounding the use of AR/VR devices in public spaces
    • Developing socially acceptable form factors and implementing privacy-preserving measures, such as camera shutters and data encryption, can help address these concerns
  • Foveated rendering techniques, which reduce the rendering workload by decreasing image quality in the peripheral vision, will become more prevalent as eye tracking technology improves
  • Varifocal and multifocal displays will address the vergence-accommodation conflict, providing more comfortable and visually accurate experiences
  • Haptic feedback will become more advanced and realistic, with the development of high-resolution tactile displays and full-body haptic suits
  • 5G networks and edge computing will enable low-latency streaming of high-quality AR/VR content, making it accessible on a wider range of devices
  • Photorealistic virtual humans and avatars will enhance social presence and enable more engaging interactions in virtual environments
  • Brain-computer interfaces (BCIs) will allow for direct communication between the brain and AR/VR devices, enabling intuitive control and potentially reducing the need for physical input devices
  • Advancements in computer vision and machine learning will enable more accurate and reliable tracking, as well as improved understanding of the user's environment and context
  • AR cloud platforms, such as Niantic's Real World Platform and Microsoft's Azure Spatial Anchors, will enable persistent and shared AR experiences across devices and users


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© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.