Share Email Print

Proceedings Paper

Viewing optics for immersive near-eye displays: pupil swim/size and weight/stray light
Author(s): Ying Geng; Jacques Gollier; Brian Wheelwright; Fenglin Peng; Yusufu Sulai; Brant Lewis; Ning Chan; Wai Sze Tiffany Lam; Alexander Fix; Douglas Lanman; Yijing Fu; Alexander Sohn; Brett Bryars; Nelson Cardenas; Youngshik Yoon; Scott McEldowney
Format Member Price Non-Member Price
PDF $17.00 $21.00

Paper Abstract

Near-eye display performance is usually summarized with a few simple metrics such as field of view, resolution, brightness, size, and weight, which are derived from the display industry. In practice, near-eye displays often suffer from image artifacts not captured in traditional display metrics. This work defines several immersive near-eye display metrics such as gaze resolution, pupil swim, image contrast, and stray light. We will discuss these metrics and their trade-offs through review of a few families of viewing optics. Fresnel lenses are used in most commercial virtual reality near-eye displays in part due to their light weight, low volume and acceptable pupil swim performance. However, Fresnel lenses can suffer from significant stray light artifacts. We will share our measurements of several lenses and demonstrate ways to improve performance. Smooth refractive lens systems offer the option for lower stray-light viewing but usually at the cost of a much larger size and weight in order to get to the same pupil swim performance. This can be addressed by using a curved image plane but requires new display technology. Polarization-based pancake optics is promising and can provide excellent image resolution and pupil swim performance within an attractive form-factor. This approach, however, generally results in low light efficiency and poor image contrast due to severe ghosting. We will discuss some of the main limitations of that technology.

Paper Details

Date Published: 21 May 2018
PDF: 17 pages
Proc. SPIE 10676, Digital Optics for Immersive Displays, 1067606 (21 May 2018); doi: 10.1117/12.2307671
Show Author Affiliations
Ying Geng, Oculus Research (United States)
Jacques Gollier, Oculus Research (United States)
Brian Wheelwright, Oculus Research (United States)
Fenglin Peng, Oculus Research (United States)
Yusufu Sulai, Oculus Research (United States)
Brant Lewis, Oculus (United States)
Ning Chan, Oculus (United States)
Wai Sze Tiffany Lam, Oculus Research (United States)
Alexander Fix, Oculus Research (United States)
Douglas Lanman, Oculus Research (United States)
Yijing Fu, Oculus Research (United States)
Alexander Sohn, Oculus Research (United States)
Brett Bryars, Oculus Research (United States)
Bryars Optical Consulting (United States)
Nelson Cardenas, Oculus Research (United States)
Youngshik Yoon, Oculus (United States)
Scott McEldowney, Oculus Research (United States)

Published in SPIE Proceedings Vol. 10676:
Digital Optics for Immersive Displays
Bernard C. Kress; Wolfgang Osten; Hagen Stolle, Editor(s)

© SPIE. Terms of Use
Back to Top
Sign in to read the full article
Create a free SPIE account to get access to
premium articles and original research
Forgot your username?