By Achin Bhowmik
“How many pixels are really needed for immersive visual
experiences with a virtual reality (VR) head-mounted display (HMD)?” This is
one of the most popular questions that I got during and after the short course
I taught at this year’s Display Week.
So I thought I would reflect over this a bit, and point to
some recent developments and trends in the display industry as gleaned from the
presentations and demonstrations at this year’s event.
First, let’s consider some basic, back-of-an-envelope, math
and calculations. Here are some facts related to the human visual system. An
ideal human eye has an angular resolution of about 1/60th of a degree at the
central vision. Each eye has a horizontal field-of-view (FOV) of ~160° and a
vertical FOV of ~175°. The two eyes work together for stereoscopic depth
perception over ~120° wide and ~135° high FOV.
Since the current manufacturing processes for both the
liquid-crystal displays (LCDs) and organic light-emitting diode display…
Judging from the papers presented at Display Week this year,
no one technology or company has a lock on high dynamic range (HDR) displays,
the HDR ecosystem, or even on how to describe HDR performance. The main technology contenders are OLED
displays, dual-modulation LCDs, and dual-modulated projection light-valve
systems. The ecosystem includes Dolby Vision and ACES encoding and delivery
schemes, among others. The measurement protocols and standards for HDR are
still in development.
OLED displays are still fairly new (and therefore
expensive), but deliver a superb HDR experience. The black levels are amazing
and almost unmeasurably low. The peak luminance can be up to several hundred
cd/m2, but is limited by average picture level (APL). The
dual-modulation techniques for LCDs require a directly illuminated local
dimming backlight to achieve enough backlight “resolution” for good HDR
performance. Depending on implementation, halo artifacts can be a problem. A
second LCD …
By Gary Feather
The word on the street in Los Angeles was that AR/VR was
everywhere at Display Week 2017. True! AR/VR was a topic in
keynotes, seminars, symposium presentations, and certainly in conversations everywhere. The
available perspectives on this subject were one-of-a-kind, including those from
the biggest (Samsung, Google, and Intel) and the brightest (Stanford, Lumus,
and LEIA), with visionaries all around making this engagement a unique
opportunity for attendees.
However the R or “reality” of AR/VR is not for the faint of
Digging a little deeper and looking at more of the
total environment, there is an unexpected juxtaposition of the rush of
optimistic euphoria attenuated by the intense existence of dysphoria. From
visionaries to researchers, from product developers to marketing experts, there
was a community expressing both focus and frustration. Words of
encouragement in every session were coupled with warnings of past failures.
Welcome to the display indus…