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Full Chapter Optical Architectures For Augmented Virtual and Mixed Reality Headsets Bernard C Kress PDF
Full Chapter Optical Architectures For Augmented Virtual and Mixed Reality Headsets Bernard C Kress PDF
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Bernard C. Kress
Bernard C. Kress
Bernard C. Kress
SPIE PRESS
Bellingham, Washington USA
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vi Contents
xi
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xii Preface
Bernard C. Kress
January 2020
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Acronyms
3DOF Three degrees of freedom
6DOF Six degrees of freedom
AI Artificial intelligence
AMOLED Active matrix organic light-emitting diode
AR Augmented reality
CD Critical dimension (lithography)
CMOS Complementary metal–oxide semiconductor
DFM Design for manufacturing
DLP Digital Light Processing
DNN Deep neural network
DTM Diamond turning machine
EB Eyebox
EPE Exit pupil expansion
EPR Exit pupil replication
ER Eye relief
ET Eye tracking
GPU Graphical processing unit
HeT Head tracking
HMD Head-mounted (or helmet-mounted) display
HPU Holographic processing unit
HTPS High-temperature poly-silicon (display)
HUD Head-up display
IC Integrated circuit
iLED Inorganic LED (array)
IPS In-plane switching (LCD)
IVAS Integrated visual augmentation system
LBS Laser beam scanner
LC Liquid crystal
LCA Lateral chromatic aberration
LCD Liquid crystal display
LCoS Liquid crystal on silicon
LD Laser diode
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xvi Acronyms
1
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2 Chapter 1
better fit for immersive requirements than flat panels were, sometimes
resembling the display technologies invented throughout the first
AR/VR boom two decades earlier (inorganic mu-iLED panels, 1D
scanned arrays, 2D laser/VCSEL MEMS scanners, etc.).
The smartphone technology ecosystem, including the associated
display, connectivity, and sensor systems, shaped the emergence of the
second AR/VR boom and formed the first building blocks used by early
product integrators. Such traditional display technologies will serve as
an initial catalyst for what is coming next.
The immersive display experience in AR/VR is, however, a
paradigm shift from the traditional panel display experiences that have
existed for more than half a century, going from CRT TVs, to LCD
computer monitors and laptop screens, to OLED tablets and
smartphones, to LCoS, DLP, and MEMS scanner digital projectors, to
iLED smartwatches (see Fig. 1.1).
When flat-panel display technologies and architectures
(smartphone or micro-display panels) are used to implement immersive
near-to-eye (NTE) display devices, factors such as etendue, static
focus, low contrast, and low brightness become severe limitations.
Alternative display technologies are required to address the needs of
NTE immersive displays to match the specifics of the human visual
system.
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6 Chapter 2
From 2018 on, as with many hyped technology cycles, reality starts
to kick in as the market re-adjusts, many start-ups created during the
euphoria period close, and new products are introduced specifically for
the enterprise sector (Magic Leap One at $2,350, HoloLens V2 at
$3,500, Google Glass V3 at $1,000, etc.). This is a healthy
development, paving the way to a strong potential XR market relying
on industries that can develop not only the required hardware but also
the development platforms and the software/cloud ecosystem to sustain
a durable MR effort in industry, providing a real ROI for such
industries. As a strong indicator of more prudent VC engagement, the
latest investment round in Magic Leap (seeking $1/2B end of 2019)
used the IP portfolio as collateral.
Table 2.1 summarizes the current hardware offerings targeting
consumer/enterprise/defense sectors for the different types of smart
glasses/AR/VR/MR headsets available today.
Small-form-factor smart glasses that included minimal displays
(around 10-deg-FOV monocular) and prescription correction saw a
renewal in 2018 (after the 2014 Google Glass failure in the consumer
market) with the hyped project Vaunt at Intel. However, this project
was halted later that year, as Intel invested instead in a very similar
architecture, the Focals, developed by North Inc. in Kitchener, Canada.
But after a price drop of nearly 50% in early 2019 and a significant
workforce layoff by North, the short-term outlook for consumer smart
glasses remains uncertain. North ended the production of its first Focal
smart glasses in mid-December 2019 and went through a second round
of layoffs to develop its 2nd-generation Focals smart glasses, which will
provide a larger FOV, as well as a larger eyebox, based on a miniature
laser scanner engine linked to a waveguide grating combiner. These
smart glasses will be available in 2020. Another company, Bosch,
unveiled at CES 2020 a similar monocular smart glass, based on a
miniature MEMS laser scanner and a free-space holographic combiner.
Other smart-glasses concepts targeting enterprise sectors have had
quiet but steady growth, such as the rugged RealWear headsets
(Vancouver, Canada) and the more stylish Google Glass Enterprise V2
glasses.
On the other hand, the current VC investment hype fueling frenetic
single start-ups such as Magic Leap, Inc. (totaling >$3B VC investment
pushing up a >$7B company valuation before seeing any revenue) is a
markets, which will also allow sustained ROI over MR cloud services
(AR/MR hardware returns are razor thin). This is also the case with the
Carl Zeiss spin-off Tooz, which is developing small-form-factor smart
glasses in a joint venture with Deutsche Telekom (2018). The telecom
company Verizon in the USA also acquired the VR company Jaunt in
2019 for similar reasons.
No matter the investment hype, it might take a major consumer
electronics company to simultaneously create the ultimate consumer
headset architecture (addressing visual/wearable comfort and
immersion experience) and the necessary consumer market. Unlike the
enterprise market, where the content is provided by each individual
enterprise through the development of custom applications for specific
needs, the consumer market relies solely on the entire MR ecosystem
development, from generic hardware to generic content and
applications.
The smartphone revolution spurred the creation of successful
developers in various parts of the world who organically created brand-
new apps that took unique advantage of the phone form factor. Today,
numerous small companies are trying to replicate such developments
for AR and VR, with limited success.
Even though Q3 2018 saw for the first time a worldwide decline in
both smartphone and tablet sales (hinting at Apple’s Q4 2018 30%
stock fallout), it is unclear whether MR consumer hardware has the
potential (or even the will) to replace existing smartphone/tablets or,
alternatively, be the ultimate companion to a smartphone, providing an
immersive experience that is out of reach for any other traditional
display screen concept.
Apart from consumer and enterprise markets discussed here, there
remains a considerable defense market for MR headsets. Microsoft has
secured in Q4 2018 a $480M defense contract to develop and provide
the USA Army special versions of HoloLens, dubbed IVAS (Integrated
Visual Augmentation System). An additional budget multiple times the
initial one will secure the delivery of the headsets to the USA Army.
As the largest contract ever in AR/VR/MR—consumer, enterprise, and
defense combined—this deal will boost the entire MR ecosystem
worldwide.
—Hoho! hou jai d’r moar stiekem deuse kant hee! dan
komp ’r t’ met juustighait in!
—Effe hooger je vork Kees! ikke kèn d’r soo nie bai!
Als was z’n oog met ’n zuur gif volgedrupt zoo vrat en
brandde [227]’t kopzweet hem ’t oogenwit in.—Rood
geflakker vlamde ’r voòr ’m. Toch strompelde ie, half
blind naar ’t voorkrat, met Ouë Gerrit achter ’m aan.
Uit ’n hoek grabbelde Kees ’n end touw op. Met
nijdigen ruk sjorde ie ’t voorbint los en kronkelknoopte
’r ’n stuk aan vast. Op één oog voelde ie zich blind, en
pijn schroeide er in, als was ’t z’n kop uitgerukt. Toch
vond ie ’t malligheid te jammeren.
—Kloar!