[HN Gopher] Holographic Glasses for Virtual Reality
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Holographic Glasses for Virtual Reality
Author : dcminter
Score : 70 points
Date : 2022-12-09 18:38 UTC (2 days ago)
(HTM) web link (research.nvidia.com)
(TXT) w3m dump (research.nvidia.com)
| curioussavage wrote:
| I was excited to see this. And it's nice that headsets are
| thinner now.
|
| That said I feel like locomotion in vr is a disappointment. The
| sliding based solutions are weird and treadmills are huge and
| noisy. Is this even remotely feasible to solve in the next
| decade? I'm assuming maybe not since there seem to only be a few
| small companies working on it.
|
| If you try "room scale" VR IMO it's a totally different
| experience to walk around a simulated space.
| dcminter wrote:
| Ok, not super new as the paper is from August '22, but I missed
| it at the time so maybe others did too - the submission video is
| quite intriguing: https://www.youtube.com/watch?v=dGzj-AgI6RI
|
| I'm moderately enthusiastic about the state of VR, but the bulky
| uncomfortable headsets are definitely one of the flaws at the
| moment which this technology looks to (maybe) address one day.
| ehnto wrote:
| I think unspoken is how intentionally isolating VR is of your
| real world surroundings. It only takes me 30 seconds to get
| booted up into VR but there is a mental block that makes it
| seem like a much bigger undertaking, and I think that is due to
| it being mentally similar to going to an entirely different
| place.
| RupertEisenhart wrote:
| I never thought about it like that but that's a great point.
| And switching out when someone comes into the room and eg.
| asks you if you want lunch is quite jarring, and then having
| to get out regularly for comfort breaks etc.
|
| Plus working on eg. a train in VR would be a pain, you need
| some spare input channels to watch out for conductors or
| people taking your stuff.
| tlarkworthy wrote:
| I tried VR on an airplane and movements of the cabin affect
| the in game world in extremely weird ways. You can't use VR
| under acceleration presently, it messes the stabilization
| up.
| dcminter wrote:
| It's also anti-social towards others sharing the space. I
| refer to using my VR headset as "sticking my head in a
| bucket" as it's so bad in that respect.
| chaostheory wrote:
| Yeah, mass adoption of XR won't happen until the form
| factor evolves from face bucket to weird looking glasses
| curioussavage wrote:
| Non issue with the quest pro though. Even with passthrough
| disabled.
| opdahl wrote:
| What would be interesting to see is if they are able to do these
| with curved screens. If they are able to do that then potentially
| getting a very high FOV should be possible.
| tmikaeld wrote:
| About the limited FOV, it can theoretically be increased up to
| 120*.
|
| From the paper: "The implemented FOV of the wearable prototype
| was 22.8* diagonal, which is far smaller than commercially
| available VR/AR displays. However, the FOV was mainly limited by
| the size of the available SLM and the focal length of the GP
| lens, both of which could be improved with different components.
| For example, the focal length can be halved without significantly
| increasing the total thickness by stacking two identical GP
| lenses and a circular polarizer [Moon et al. 2020]. With a 2-inch
| SLM and a 15 mm focal length GP lens, we could achieve a
| monocular FOV of up to 120*"
| gurumeditations wrote:
| What is it about the size of the display that limits the FOV?
| tmikaeld wrote:
| Lens, color and light distortion are caused by bending of
| lenses or bouncing of light, there have been attempts to
| resolve this by moving the entire screen at an angle to where
| the eyes would look. But such solutions are expensive and
| error prone, mechanics don't last long.
| throwaway23597 wrote:
| > Our binocular wearable prototype provides a diagonal field of
| view of 22.8deg...
|
| Definitely some cool tech, I'm glad Nvidia is innovating in the
| space, but they're really gonna need to crank up that FOV to make
| this viable. I hope it's physically possible to get a full-eye
| FOV in a glasses form factor...
| ehnto wrote:
| It wasn't clear to me if this is a transparent or opaque
| display. For VR I agree, 22.8deg is pretty narrow but as an AR
| overlay you could do a lot with that. Those are two very
| different applications of course.
| daniel_reetz wrote:
| The displays used are opaque, and directly in front of the
| eye. Have another look at the video or pictures from the
| article.
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