State-Of-The-Art in Holography and Auto-Stereoscopic Displays
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State-of-the-art in holography and auto-stereoscopic displays Daniel Jönsson <Ersätt med egen bild> 2019-05-13 Contents Introduction .................................................................................................................................................. 3 Auto-stereoscopic displays ........................................................................................................................... 5 Two-View Autostereoscopic Displays ....................................................................................................... 5 Multi-view Autostereoscopic Displays ...................................................................................................... 7 Light Field Displays .................................................................................................................................. 10 Market ......................................................................................................................................................... 14 Display panels ......................................................................................................................................... 14 AR ............................................................................................................................................................ 14 Application Fields ........................................................................................................................................ 15 Companies .................................................................................................................................................. 16 Holografika .......................................................................................................................................... 16 Alioscopy ............................................................................................................................................. 16 Inition .................................................................................................................................................. 16 Holographic studios ............................................................................................................................ 16 LightSpace3D ....................................................................................................................................... 16 ZSpace ................................................................................................................................................. 17 Holoxica ............................................................................................................................................... 17 Geola ................................................................................................................................................... 17 Leia Inc ................................................................................................................................................ 17 RealViewImaging ................................................................................................................................. 18 EchoPixel ............................................................................................................................................. 18 LookingGlassFactory ........................................................................................................................... 19 Voxon Photonics ................................................................................................................................. 19 Zecotek ................................................................................................................................................ 20 References .................................................................................................................................................. 21 Introduction Figure 1 Illustration of LG's goal when it comes to 3D displays (LGDisplay, 2018). This report describes display technologies for producing three-dimensional (3D) views, holograms, without the need for glasses. The report also contains current and potential application fields as well as companies involved in 3D display technology. A hologram is a virtual three-dimensional image of a real object. A perfect hologram is the “holy grail” of 3D display technology since it is indistinguishable from the real object independent of the view angle or viewing position. In other words, it looks like a window into another world. A hologram describes the amount of light flowing in all directions at each position in space, and therefore does not require any special glasses or other optical instruments to be viewed. The perfect 3D display should provide the same view as if the viewer had been looking at the object without the screen. One of the most important aspects for achieving this goal is to make the viewer perceive the depth of the object even though it is displayed on a surface. The human perception of depth uses, among others, the four major cues seen in Error! Reference source not found. and described next. Figure 2 Four important cues for perceiving depth. Accommodation - Adjusting focus on an object in the scene through tensing/relaxing the ciliary eye muscles improves the depth perception. Effective for distances less than 2 meters. Convergence - The two eyes converge when they look at the same fixation point on a 3D object simultaneously. Based on the triangulation principle, the closer the object, the more the eyes must converge. Effective for distances less than 10 meters (Okoshi, 2012). Motion parallax - Offers depth cues by comparing the relative motion of different objects as the viewer is moving the head. Closer objects appear to move faster than those far away from the viewer. Binocular disparity (stereo) - Refers to differences in images acquired by the left eye and the right eye and can be used to triangulate the distance the object. The farther away a 3D object is, the farther apart are the two images. We can also utilize phycological properties where the brain tricks us into interpreting depth as seen in the left figure below. The relative depth cue importance with respect to distance to the object can be seen in the right figure below. Figure 3 Strength of different depth cues. Adapted from (Cutting, 1995). Creating a holographic display with abilities to show dynamic content is extremely challenging because a pure holographic display would require a pixel size smaller than 1 μm, which translate to trillions of pixels on a reasonable size display screen. Even transmitting such amount of information at 24 frames per second is challenging and producing it in imaging software even more so. The following section will provide an overview of different techniques that have been proposed to solve this problem in practice as well as their pros and cons. The covered technique has been grouped into categories depending on how many view zones they support, see the figure on the next page. Parallax Barrier Two-view Lenticular Lenses Reflection-based Diffraction-based displays Multi-view Time-multiplexing stereoscopic Projection-based - Auto Volumetric Spinning helix Light field Projector array Holography Auto-stereoscopic displays While stereoscopic displays produce a notion of depth by displaying a pair of images filtered through active (shutter) or passive (colored, polarized) glasses, auto-stereoscopic displays produces the same depth notion without the requirement of glasses. This survey of auto-stereoscopic displays has largely been based on the works by Urey et al. (Urey, 2011) and Jason Geng (Geng, 2013), where more details are provided. Two-View Autostereoscopic Displays The two-view systems utilize a single image-pair to create 3D view. The same pair can be displayed for different viewing angle to allow multiple viewers to see the same content. However, the viewers must be at the correct location to perceive a distortion-free image. Head-tracking can be used to reduce the location restriction by adjusting the stereo images to the position of the viewer(s). There are two main techniques used to create two-view autostereoscopic displays, parallax barrier and lenticular lenses. Figure 4 Illustration of how a parallax barrier works. Parallax barrier passes the light from the left image to the left eye at the same time as it blocks the light from the right image, and vice versa for the right image. This process is illustrated in Figure 4 where repeated viewing zones are created along the width of the display. While in theory any pixelated emissive display can be used together with a barrier, in practice, liquid crystal display (LCD) is the most commonly used one. The viewer location restriction can be removed by using a dynamic parallax barrier together with two stacked LCDs and head-tracking. This dynamic parallax system supports two viewers but has lower brightness, resolution and contrast compared to a static parallax barrier system. The most recent displays, such as Nintendo 3DS, HTC Evo 3D and LG Optimus 3D places the parallax barrier behind the pixels in front of the backlight. This exposes the entire LCD to both eyes and produces a clearer image with larger viewing angles at the expense of using 20-25% more backlight. The pros and cons with parallax barrier solutions are: + Possible to switch between 2D/3D display using for example polarization filters (Jacobs, 2003) + Relatively cheap and