scholarly journals Holographic Three-Dimensional Virtual Reality and Augmented Reality Display Based on 4K-Spatial Light Modulators

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.

2015 ◽  
Vol 8 (2) ◽  
pp. 227-233
Author(s):  
曾震湘 ZENG Zhen-xiang ◽  
郑华东 ZHENG Hua-dong ◽  
卢小仟 LU Xiao-qian ◽  
高洪跃 GAO Hong-yue ◽  
于瀛洁 YU Ying-jie

Optik ◽  
2020 ◽  
Vol 217 ◽  
pp. 164918
Author(s):  
Yanfeng Su ◽  
Xinyue Tang ◽  
Zhou Zhou ◽  
Zhijian Cai ◽  
Yun Chen ◽  
...  

2021 ◽  
Vol 8 ◽  
Author(s):  
Su-Juan Liu ◽  
Ning-Tao Ma ◽  
Ping-Ping Li ◽  
Di Wang

In this paper, we propose a holographic near-eye 3D display method based on large-size computer-generated hologram (CGH). The reconstructed image with a large viewing angle is obtained by using a time multiplexing and spatial tiling system. The large-size CGHs are generated and they record the information of the 3D object from different angles. The CGHs are reproduced at different moments. For a certain reconstructed moment, three spatial light modulators (SLMs) spatially spliced into a linear structure are used to load a single CGH. The diffraction boundary angle of the reconstructed light forming each image point is equal to the maximum diffraction angle of the SLM, so the viewing angle of the image generated by the CGH is enlarged. For different CGHs, the incident angle of reconstructed light is changed. Through time multiplexing, the reconstructed images of the CGHs are combined into a reconstructed image whose viewing angle is further enlarged. Due to the large viewing angle of the reconstructed image, the proposed method has unique advantages in near-eye display. The feasibility of the proposed method is proved by experimental results.


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.


Photonics ◽  
2021 ◽  
Vol 8 (6) ◽  
pp. 204
Author(s):  
Di Wang ◽  
Yi-Wei Zheng ◽  
Nan-Nan Li ◽  
Qiong-Hua Wang

In this paper, a holographic system to suppress the speckle noise is proposed. Two spatial light modulators (SLMs) are used in the system, one of which is used for beam shaping, and the other is used for reproducing the image. By calculating the effective viewing angle of the reconstructed image, the effective hologram and the effective region of the SLM are calculated accordingly. Then, the size of the diffractive optical element (DOE) is calculated accordingly. The dynamic DOEs and effective hologram are loaded on the effective regions of the two SLMs, respectively, while the wasted areas of the two SLMs are performed with zero-padded operations. When the laser passes through the first SLM, the light can be modulated by the effective DOEs. When the modulated beam illuminates the second SLM which is loaded with the effective hologram, the image is reconstructed with better quality and lower speckle noise. Moreover, the calculation time of the hologram is reduced. Experiments indicate the validity of the proposed system.


2014 ◽  
Vol 4 (1) ◽  
Author(s):  
Hisayuki Sasaki ◽  
Kenji Yamamoto ◽  
Koki Wakunami ◽  
Yasuyuki Ichihashi ◽  
Ryutaro Oi ◽  
...  

2021 ◽  
Vol 58 (3) ◽  
pp. 137-142
Author(s):  
A.O. Dauitbayeva ◽  
◽  
A.A. Myrzamuratova ◽  
A.B. Bexeitova ◽  
◽  
...  

This article is devoted to the issues of visualization and information processing, in particular, improving the visualization of three-dimensional objects using augmented reality and virtual reality technologies. The globalization of virtual reality has led to the introduction of a new term "augmented reality"into scientific circulation. If the current technologies of user interfaces are focused mainly on the interaction of a person and a computer, then augmented reality with the help of computer technologies offers improving the interface of a person and the real world around them. Computer graphics are perceived by the system in the synthesized image in connection with the reproduction of monocular observation conditions, increasing the image volume, spatial arrangement of objects in a linear perspective, obstructing one object to another, changing the nature of shadows and tones in the image field. The experience of observation is of great importance for the perception of volume and space, so that the user "completes" the volume structure of the observed representation. Thus, the visualization offered by augmented reality in a real environment familiar to the user contributes to a better perception of three-dimensional object.


Author(s):  
Thiago D'Angelo ◽  
Saul Emanuel Delabrida Silva ◽  
Ricardo A. R. Oliveira ◽  
Antonio A. F. Loureiro

Virtual Reality and Augmented Reality Head-Mounted Displays (HMDs) have been emerging in the last years. These technologies sound like the new hot topic for the next years. Head-Mounted Displays have been developed for many different purposes. Users have the opportunity to enjoy these technologies for entertainment, work tasks, and many other daily activities. Despite the recent release of many AR and VR HMDs, two major problems are hindering the AR HMDs from reaching the mainstream market: the extremely high costs and the user experience issues. In order to minimize these problems, we have developed an AR HMD prototype based on a smartphone and on other low-cost materials. The prototype is capable of running Eye Tracking algorithms, which can be used to improve user interaction and user experience. To assess our AR HMD prototype, we choose a state-of-the-art method for eye center location found in the literature and evaluate its real-time performance in different development boards.


2019 ◽  
Vol 11 (17) ◽  
pp. 4792 ◽  
Author(s):  
Tsao ◽  
Shu ◽  
Lan

Through virtual interaction and multivariate communication, the social interaction and life satisfaction of elderly people can be improved. This study integrated virtual reality (VR) and augmented reality (AR) to construct a visualized reminiscence therapy system, which provides not only reminiscence entertainment but may also aid in dementia prevention for healthy and sub-healthy (a therapeutic working concept which defines an intermediate stage between health and disease) elderly people. Images taken by an LG 360 CAM are primarily introduced into Power Director 360 as the guide interface. The special effects are joined using After Effects. With the model constructed under 3ds Max, the reminiscence therapy system integrated by virtual reality and augmented reality is then established by the Unity engine. It is shown that the developed 3D ancient building model can be used by Samsung Note 5 smartphones as well as VR CASE glasses to increase the immersive experience for the elderly. Through nostalgic elements triggered by the AR/VR three-dimensional model and video/audio interaction, the feasibility of our integrated system for reminiscence therapy is thus verified. Through reminiscence therapy, memories and thoughts can fully be activated as a therapy for elderly people. The visualized reality system developed in this study can further promote the social interactional satisfaction of elderly people.


2014 ◽  
Vol 7 (1) ◽  
Author(s):  
Claudio Pensieri ◽  
Maddalena Pennacchini

Background: Virtual Reality (VR) was defined as a collection of technological devices: “a computer capable of interactive 3D visualization, a head-mounted display and data gloves equipped with one or more position trackers”. Today, lots of scientists define VR as a simulation of the real world based on computer graphics, a three dimensional world in which communities of real people interact, create content, items and services, producing real economic value through e-Commerce.Objective: To report the results of a systematic review of articles and reviews published about the theme: “Virtual Reality in Medicine”.Methods: We used the search query string: “Virtual Reality”, “Metaverse”, “Second Life”, “Virtual World”, “Virtual Life” in order to find out how many articles were written about these themes. For the “Meta-review” we used only “Virtual Reality” AND “Review”. We searched the following databases: Psycinfo, Journal of Medical Internet Research, Isiknowledge till September 2011 and Pubmed till February 2012. We included any source published in either print format or on the Internet, available in all languages, and containing texts that define or attempt to define VR in explicit terms.Results: We retrieved 3,443 articles on Pubmed in 2012 and 8,237 on Isiknowledge in 2011. This large number of articles covered a wide range of themes, but showed no clear consensus about VR. We identified 4 general uses of VR in Medicine, and searched for the existing reviews about them. We found 364 reviews in 2011, although only 197 were pertinent to our aims: 1. Communication Interface (11 Reviews); 2. Medical Education (49 reviews); 3. Surgical Simulation (49 Reviews) and 4. Psychotherapy (88 Reviews).Conclusion: We found a large number of articles, but no clear consensus about the meaning of the term VR in Medicine. We found numerous articles published on these topics and many of them have been reviewed. We decided to group these reviews in 4 areas in order to provide a systematic overview of the subject matter, and to enable those interested to learn more about these particular topics.


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