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· 제목 : Optical Architectures for Augmented-, Virtual-, and Mixed-Reality Headsets (Paperback) 
· 분류 : 외국도서 > 기술공학 > 기술공학 > 광학
· ISBN : 9781510634336
· 쪽수 : 270쪽
· 출판일 : 2020-04-30
· 분류 : 외국도서 > 기술공학 > 기술공학 > 광학
· ISBN : 9781510634336
· 쪽수 : 270쪽
· 출판일 : 2020-04-30
목차
- 1 Introduction
- Word of Caution for the Rigorous Optical Engineer
- 2 Maturity Levels of the AR/VR/MR/Smart-Glasses Markets
- 3 The Emergence of MR as the Next Computing Platform
- 3.1 Today's Mixed-Reality Check
- 4 Keys to the Ultimate MR Experience
- 4.1 Wearable, Vestibular, Visual, and Social Comfort
- 4.2 Display Immersion
- 4.3 Presence
- 5 Human Factors
- 5.1 The Human Visual System
- 5.1.1 Line of sight and optical axis
- 5.1.2 Lateral and longitudinal chromatic aberrations
- 5.1.3 Visual acuity
- 5.1.4 Stereo acuity and stereo disparity
- 5.1.5 Eye model
- 5.1.6 Specifics of the human-vision FOV
- 5.2 Adapting Display Hardware to the Human Visual System
- 5.3 Perceived Angular Resolution, FOV, and Color Uniformity
- 6 Optical Specifications Driving AR/VR Architecture and Technology Choices
- 6.1 Display System
- 6.2 Eyebox
- 6.3 Eye Relief and Vertex Distance
- 6.4 Reconciling the Eye Box and Eye Relief
- 6.5 Field of View
- 6.6 Pupil Swim
- 6.7 Display Immersion
- 6.8 Stereo Overlap
- 6.9 Brightness: Luminance and Illuminance
- 6.10 Eye Safety Regulations
- 6.11 Angular Resolution
- 6.12 Foveated Rendering and Optical Foveation
- 7 Functional Optical Building Blocks of an MR Headset
- 7.1 Display Engine
- 7.1.1 Panel display systems
- 7.1.2 Increasing the angular resolution in the time domain
- 7.1.3 Parasitic display effects: screen door, aliasing, motion blur, and Mura effects
- 7.1.4 Scanning display systems
- 7.1.5 Diffractive display systems
- 7.2 Display Illumination Architectures
- 7.3 Display Engine Optical Architectures
- 7.4 Combiner Optics and Exit Pupil Expansion
- 8 Invariants in HMD Optical Systems, and Strategies to Overcome Them
- 8.1 Mechanical IPD Adjustment
- 8.2 Pupil Expansion
- 8.3 Exit Pupil Replication
- 8.4 Gaze-Contingent Exit Pupil Steering
- 8.5 Exit Pupil Tiling
- 8.6 Gaze-Contingent Collimation Lens Movement
- 8.7 Exit Pupil Switching
- 9 Roadmap for VR Headset Optics
- 9.1 Hardware Architecture Migration
- 9.2 Display Technology Migration
- 9.3 Optical Technology Migration
- 10 Digital See-Through VR Headsets
- 11 Free-Space Combiners
- 11.1 Flat Half-Tone Combiners
- 11.2 Single Large Curved-Visor Combiners
- 11.3 Air Birdbath Combiners
- 11.4 Cemented Birdbath–Prism Combiners
- 11.5 See-Around Prim Combiners
- 11.6 Single Reflector Combiners for Smart Glasses
- 11.7 Off-Axis Multiple Reflectors Combiners
- 11.8 Hybrid Optical Element Combiners
- 11.9 Pupil Expansion Schemes in MEMS-Based Free-Space Combiners
- 11.10 Summary of Free-Space Combiner Architectures
- 11.11 Compact, Wide-FOV See-Through Shell Displays
- 12 Freeform TIR Prism Combiners
- 12.1 Single-TIR-Bounce Prism Combiners
- 12.2 Multiple-TIR-Bounce Prism Combiners
- 13 Manufacturing Techniques for Free-Space Combiner Optics
- 13.1 Ophthalmic Lens Manufacturing
- 13.2 Freeform Diamond Turning and Injection Molding
- 13.3 UV Casting Process
- 13.4 Additive Manufacturing of Optical Elements
- 13.5 Surface Figures for Lens Parts Used in AR Imaging
- 14 Waveguide Combiners
- 14.1 Curved Waveguide Combiners and Single Exit Pupil
- 14.2 Continuum from Flat to Curved Waveguides and Extractor Mirrors
- 14.3 One-Dimensional Eyebox Expansion
- 14.4 Two-Dimensional Eyebox Expansion
- 14.5 Display Engine Requirements for 1D or 2D EPE Waveguides
- 14.6 Choosing the Right Waveguide Coupler Technology
- 14.6.1 Refractive/reflective coupler elements
- 14.6.2 Diffractive/holographic coupler elements
- 14.6.3 Achromatic coupler technologies
- 14.6.4 Summary of waveguide coupler technologies
- 15 Design and Modeling of Optical Waveguide Combiners
- 15.1 Waveguide Coupler Design, Optimization, and Modeling
- 15.1.1 Coupler/light interaction model
- 15.1.2 Increasing FOV by using the illumination spectrum
- 15.1.3 Increasing FOV by optimizing grating coupler parameters
- 15.1.4 Using dynamic couplers to increase waveguide combiner functionality
- 15.2 High-Level Waveguide-Combiner Design
- 15.2.1 Choosing the waveguide coupler layout architecture
- 15.2.2 Building a uniform eyebox
- 15.2.3 Spectral spread compensation in diffractive waveguide combiners
- 15.2.4 Field spread in waveguide combiners
- 15.2.5 Focus spread in waveguide combiners
- 15.2.6 Polarization conversion in diffractive waveguide combiners
- 15.2.7 Propagating full-color images in the waveguide combiner over a maximum FOV
- 15.2.8 Waveguide-coupler lateral geometries
- 15.2.9 Reducing the number of plates for full-color display over the maximum allowed FOV
- 16 Manufacturing Techniques for Waveguide Combiners
- 16.1 Wafer-Scale Micro- and Nano-Optics Origination
- 16.1.1 Interference lithography
- 16.1.2 Multilevel, direct-write, and grayscale optical lithography
- 16.1.3 Proportional ion beam etching
- 16.2 Wafer-Scale Optics Mass Replication
- 17 Smart Contact Lenses and Beyond
- 17.1 From VR Headsets to Smart Eyewear and Intra-ocular Lenses
- 17.2 Contact Lens Sensor Architectures
- 17.3 Contact Lens Display Architectures
- 17.4 Smart Contact Lens Fabrication Techniques
- 17.5 Smart Contact Lens Challenges
- 18 Vergence-Accommodation Conflict Mitigation
- 18.1 VAC Mismatch in Fixed-Focus Immersive Displays
- 18.1.1 Focus rivalry and VAC
- 18.2 Management of VAC for Comfortable 3D Visual Experience
- 18.2.1 Stereo disparity and the horopter circle
- 18.3 Arm's-Length Display Interactions
- 18.4 Focus Tuning through Display or Lens Movement
- 18.5 Focus Tuning with Micro-Lens Arrays
- 18.6 Binary Focus Switch
- 18.7 Varifocal and Multifocal Display Architectures
- 18.8 Pin Light Arrays for NTE Display
- 18.9 Retinal Scan Displays for NTE Display
- 18.10 Light Field Displays
- 18.11 Digital Holographic Displays for NTE Display
- 19 Occlusions
- 19.1 Hologram Occlusion
- 19.2 Pixel Occlusion, or ""Hard-Edge Occlusion""
- 19.3 Pixelated Dimming, or ""Soft-Edge Occlusion""
- 20 Peripheral Display Architectures
- 21 Vision Prescription Integration
- 21.1 Refraction Correction for Audio-Only Smart Glasses
- 21.2 Refraction Correction in VR Headsets
- 21.3 Refraction Correction in Monocular Smart Eyewear
- 21.4 Refraction Correction in Binocular AR Headsets
- 21.5 Super Vision in See-Through Mode
- 22 Sensor Fusion in MR Headsets
- 22.1 Sensors for Spatial Mapping
- 22.2.1 Stereo cameras
- 22.2.2 Structured-light sensors
- 22.2.3 Time-of-flight sensors
- 22.3 Head Trackers and 6DOF
- 22.4 Motion-to-Photon Latency and Late-Stage Reprojection
- 22.5 SLAM and Spatial Anchors
- 22.6 Eye, Gaze, Pupil, and Vergence Trackers
- 22.7 Hand-Gesture Sensors
- 22.8 Other Critical Hardware Requirements
- Conclusion
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