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Technology

Researchers Find Way To Shrink a VR Headset Down To Normal Glasses Size (pcgamer.com) 51

Researchers from Stanford University and Nvidia have teamed up to help develop VR glasses that look a lot more like regular spectacles. PC Gamer reports: "A major barrier to widespread adoption of VR technology, however, is the bulky form factor of existing VR displays and the discomfort associated with that," the research paper published at Siggraph 2022 says. These aptly named "Holographic Glasses" can deliver a full-colour 3D holographic image using optics that are only 2.5mm thick. Compared to the traditional way a VR headset works, in which a lens magnifies a smaller display some distance away from it, shrinking all the prerequisite parts down to such a small size is quite the spectacular step forward for VR.

The Holographic Glasses prototype uses pancake lenses, which is a concept that has been thrown around a couple of times in the past few years. These pancake lenses not only allow for a much smaller profile but reportedly they have a few other benefits, too: the resolution they can offer is said to be unlimited, meaning you can crank up the resolution for VR headsets, and they offer a much wider field of view at up to 200 degrees. [...] The research paper lists the glasses as such: "a coherent light source that is coupled into a pupil-replicating waveguide, which provides the illumination for a phase-only SLM that is mounted on the waveguide in front of the user's eye. This SLM creates a small image behind the device, which is magnified by a thin geometric phase (GP) lens."

Though, it's very much a promise of what's to come more than an immediately shippable product today. There are some limitations: while there's scope to have a much higher FOV than current generation VR headsets, this particular wearable prototype only offered an FOV of 22.8 degrees. The benchtop prototype offered even less, at only 16.1 degrees. "[The FOV] 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," the researchers say. Another limitation is the likely requirement for a very accurate measurement of the user's pupil, which won't be easy without a well-thought-out design. It would be possible to use an infrared gaze tracker to do this, the researchers note, but you'd need to be able to track the wearer's pupil size constantly as they will adjust often to different light conditions while using the glasses.

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Researchers Find Way To Shrink a VR Headset Down To Normal Glasses Size

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  • by AmiMoJo ( 196126 ) on Thursday August 11, 2022 @05:34AM (#62779486) Homepage Journal

    They don't have a light source, they just have a modulator that is similar to the kind we used to use to project computer screens via an overhead projector designed for transparency sheets. So basically an LCD without the backlight. Ambient light is used to light the display.

    From there they have a waveguide that brings the image into focus, based on the wearer's pupil size. They don't seem to have solved the pupil tracking issue yet.

    It's interesting technology, but the pupil tracking will add bulk and without a built in light source whatever they project will show the background through it.

    • by thegarbz ( 1787294 ) on Thursday August 11, 2022 @07:28AM (#62779702)

      The built in light source isn't an issue, that will be resolved by mLED / OLED, or just adding a backlight which will be a whole mm of additional thickness.

      The story here is their optics.

      Mind you the pupil tracking issue is real. There's no point having an ultra high res ultra wide FOV display if you need a supercomputer to display said image. Pupil tracking is a pre-requisite to foveated rendering which would make higher resolution VR viable.

    • by SandorZoo ( 2318398 ) on Thursday August 11, 2022 @07:41AM (#62779756)

      The do have a light source - what the the summary somewhat euphemistically calls a "coherent light source", I guess if they said it shoots laser beams into your eyes people would be less inclined to try it out.

      The paper explains the coherent light source is actually three laser diodes (red, green & blue).

  • by bsdetector101 ( 6345122 ) on Thursday August 11, 2022 @05:35AM (#62779490)
    Still in development. Cost unknown. At this point, there is nothing that would want me to own a VR headset. Will be waiting.
    • I'm waiting for all four parts to be available.
    • there is nothing that would want me to own a VR headset

      come on, how about the eternal fame that comes with having an entry in FailArmy's new genre of "VR headset wearer walks into things" videos

    • If they can get the size down, I think AR (augmented reality) will likely be more useful and profitable than VR.
      The technical capabilities are already there for cars. For instance, instead of trying to perfect self driving cars,
      if they used the same technology in a HUD (heads up display) to highlight the lines on the road during a
      rainstorm so they can reduce accidents during rainstorms by 50%. They could use the same technology to
      highlight kids or other objects in the road allowing the driver to more quic

    • by gweihir ( 88907 )

      Indeed. And even if this should work out, the software side is nowhere near ready.

  • just imagine the headache it will bring ...
    • Eyestrain has been a major issue in VR systems, and it causes headaches. Mismatch between the optical system and the eyes of the user is a major cause of eyestrain, and human eyes are not uniform. That means an important challenge is developing an optical system that can adapt to the user's eyes.
    • How so? Current headsets don't give me any headaches, so even better tech certainly won't.
  • by doug141 ( 863552 ) on Thursday August 11, 2022 @05:52AM (#62779508)

    https://www.youtube.com/watch?... [youtube.com]

    The first comment has a link to a Q&A video.

  • by Robert Goatse ( 984232 ) on Thursday August 11, 2022 @06:43AM (#62779608)
    I use the Quest 2 for fitness (boxing apps) and the worse (worst?) part is the headset is so big and constricting, it feels like I'm wearing a PC on my head, which I really am. After a few fights, I'm sweating bullets not just from the physical exertion, but that big ass Quest 2 helmet forming a heating pad around my face.

    I definitely welcome some way smaller wireless headsets/glasses.
    • by Bigbutt ( 65939 )

      The bad thing for me is the right lens fogs up for some reason so I have to do a quick remove and wipe.

      [John]

  • But Google Glass was even closer to normal spectacles than this and it still did not take off.

    Of course, there was rather overreacting privacy movement resistance agains Google Glass as well...

    • I have a Google Cardboard. Haven't found much use for it yet.
      • by Junta ( 36770 )

        Well, the cardboard is a neat parlor trick, but:
        -Lackluster software support - it's pretty much abandonware at this point, never was popular
        -Fundamental limitations of the strategy - dust on screen, clunky controls, imprecise alignment depending on how the phone seats, only 3DOF, etc
        -Discomfort of the design - In recognition of how limited it was, Google specified among other things 'no headstrap'.

        The whole point of this article is suggesting that there may be another way better ergonomic design to further

        • Cardboard only allows 3DOF? Weird. Most phones have enough accelerometer axes for 6DOF (3.)

          • by Junta ( 36770 )

            Problem is that 6DOF acceleration ins't good enough for actual tracking.

            So it can know orientation (accelerometers overwhelming showing a force in one consistent direction, there's gravity then...) but not translation. In theory a perfect accelerometer with infinite sampling and precision could provide velocity, but they are in practice limited and so must be frequently corrected by something that can measure position (e.g. camera data). Attempts to try to extrapolate position based on accelerometers alon

    • by Junta ( 36770 )

      Well, note that Google Glass among other things was kind of lame, a tiny sliver of AR reflected off one eye (as well as the privacy concerns about always-on cameras that aren't as obvious as people holding their phones in the air).

      • by mark-t ( 151149 )

        Most of the privacy concerns of google glass are, IMO, based heavily around the spotlight effect. I believe them to generally be musings of people who simply believe themselves or their activities to be far more important to others than they actually are.

  • As a proud (j/k) owner of a Moon personal theater, I'm looking forward to the finished goods. IMAX in spectacle size. My experience with the Moon led me to believe it's a dead end (I got it 2nd hand at 160 USD), the thick lenses so close to your eyes make it really necessary to have no stray light at all, because it all disturbs the view. With thin, glasses like optics, that they seem to propose here, that at least can be solved.
  • being fully enclosed it blocks outside light and distractions making the user fully focus on the VR display
    • When the VR glasses are the size of normal glasses you can just wear something over them to block out the light, because they won't be so bulky that you can't do that. Think opaque over-glasses safety glasses, or a blindfold similar to a neck gaiter. Or just some side attachments like those sunglasses from the 70s

  • Figuring out a way to get people to be remotely interested in VR.
    • Figuring out a way to get people to be remotely interested in VR.

      Based on exponential increase in sales figures I doubt that's as much of a problem as you think.

  • "The research paper"

    It would be nice if BeauHD either: read and understood the subjects posted or, quite bullshitting what it was about.
  • I was thinking about something that looked more like sport glasses like Oakleys. But the ones in the article don't come close to covering the full field of vision. Regular glasses are bad enough when you can see the frames and stuff in your periphery isn't focused the same. It's going to be bad with glasses that are trying to display virtual reality while you see something else in the periphreral.

  • This is an impressive achievement to be sure but it's only part of the solution. The other part is writing software that adapts to human nature. One of the big reasons why 3D films and VR experiences fail is that the content creators insist on showing you what they want you to see. It's sort of a high-tech Plato's Cave. Humans don't like their views restricted. Humans want to be able to look anywhere at any time which means everything in the VR/3D world has to be in focus and have the same level of det

  • If you can dial in correction for near and far sightedness during use, you vastly increase the odds of me giving a shit.

  • Comment removed based on user account deletion
  • Can they make a Google Glass or something similar that doesn't make you look like a low-tech Borg reject?

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