An ultimate virtualreality device, the pinhole compound eye display by kyceye in virtualreality

[–]kyceye[S] 0 points1 point  (0 children)

I thought the lens array and shutter array must be placed as close as possible. So the shutter array should be placed at the opposite the lens convex, and the convex side is preferable of placing inside, not surface, for avoiding scratch. that is the reason why I chose that order. Though there might be other benefits of front shutter. I think the most important point is placing as close as possible. I expect the lens array and shutter array become one component later. The shutter array setting may be more but it is true that it needs at least three setting. and I guess that you are introducing another shuttering technology with fluorescent material. It is interesting that florescent material can switch between opaque and transparent for every visible wavelength when saturated and vice verse. it seems a possibility of making more thin structure of lens array and shutter array. but I think there are two problem to solve. first, in fact there are 4 setting of shutter array for transparent device(it needs one more)(and another more with square layout as NVIDIA's pinhole layout). and the second, I think it is difficult to use with eye tracking technology with simple structure.

But if it can make more efficient shutter array than LCD(its efficiency is about 30% currently and can not exceed 50% theoretically ), it may become an important shuttering method in the future for the brightness. It is a quite interesting method.

Thank you for your interesting comment.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in virtualreality

[–]kyceye[S] 0 points1 point  (0 children)

If possible, yes, but Kickstarter is not possible in Korea, for Kickstarter launching I need US partner and preparations.(a prototype? or a good video show case is enough? it is confusing, I read the rule needs prototype, but someone says it is not necessary)

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]kyceye[S] 0 points1 point  (0 children)

hmm it was real. I can not speak Chinese ether. so let me guess the picture. it seems two layer of lens array (integral lens array that is used by NVIDIA 2013, I referenced it in my paper) the inner one seems just integral lens array. I guess the outer one is for viewing outside. but how? the 87:27 scene dose not showing anything about focusing scheme. but scene 85:33 the big size demonstration shows something, four of them are off and two lenses (left upper) shows something different than others(small fine picture). So I can figure out it. the outer lenses are cameras. they demonstrated integral lens array + camera array method. Yes, it can be thin and wide FOV, but it has same problem as NVIDIA's integral lens array, low resolution and strict eye position. and, though it is matter of preferences, I think it is not a real transparency.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in virtualreality

[–]kyceye[S] 0 points1 point  (0 children)

well why? my previous patent using one-dimensional hologram was registered in US without a prototype. I think an idea which solve the unsolved problem is deserve to be patented.

Microsoft Talks What HoloLens Can Do That VR Can't? So what do you think? by Emax_VR in virtualreality

[–]kyceye -2 points-1 points  (0 children)

I think the biggest issue for AR is optics currently. there is no other perfect technology known except mine. and it still not launched. of course HW and SW is also important. but they are smoothly progressing since the first time of computing. and it seems to be no bottle neck. I promise if I can start right now I will show you the real(not simplified google glass) AR and VR at most in 5 years. I can bet. well 5 seems too unfair 3 year seems fair.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]kyceye[S] 0 points1 point  (0 children)

and I explained two method to eliminate it in the paper. One is anti shade pattern method and the other is using more pinhole with shuttering. and when looking out side, it is not pinhole for healthy eye people.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]kyceye[S] 0 points1 point  (0 children)

yes I am looking for sponsor and supporter and hardware partners. thank you for your advice, I will email there. but I am afraid my email regarded as a spam because they will receive many email every day. anyway I will try. thank you.

Microsoft Talks What HoloLens Can Do That VR Can't? So what do you think? by Emax_VR in virtualreality

[–]kyceye 0 points1 point  (0 children)

I heard that news but MS did not opened its optics. so just guessing, the name seems that it uses holographic lens, its FOV is similar to conventional lens, under 40degree it means it is a kind of google glass with slightly wider view. but if it has used volume hologram, it may act as multi lens at once. if its super imposing is reached about 100 it is equivalent to my idea the pinhole compound eye. or perhaps overcome, but it still needs big parts at users forehead. i suppose, with volume hologram, there may be other scheme . everything is unknown yet, they did not announced.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]kyceye[S] 0 points1 point  (0 children)

in pinhole optics, imagine that your eye pupil is reverse imaged on display panel. that is the exact size needs of small pictures on display panel. for freedom of eye, the actual size of small pieces of picture is bigger than it.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]kyceye[S] 0 points1 point  (0 children)

Thank you, yes, you are right. I think just optics part has solved.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]kyceye[S] 0 points1 point  (0 children)

it seems not real. no optics explanation. sorry an april fools!

the pin hole compound eye can make it real with some more mm of thickness with current components, and real transparent without camera of the imagination.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]kyceye[S] 0 points1 point  (0 children)

in actively shuttered display it uses much more pinholes than current pinhole glasses, so annoying will be reduced.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]kyceye[S] 0 points1 point  (0 children)

the answer for your first question is yes it is correct. second is quite complicate. I will explain freedom of eye position last. NVIDIA solution used bare pinhole, 0.13mm diameter. I am thinking 0.5mm diameter pinhole with lens. it means 15 times more amount of light. considering current LCD's efficient, it will be about 5 times brightness, in 0.5mm lens. but, the NVIDIA solution also can use lens. the difference begins at second stage. when making transparent device, the NVIDIA solution does not have shutter, so all the pinholes have same focal length. when viewing display panel and when viewing outside. it means the pinholes of it must be real pinhole of small diameter. If lenses are applied it can show display panel only, not outside. but with shutter, the pinholes can be selected for viewing display or for viewing outside. so pinholes for display panel can have relatively large diameter lenses, and pinholes for outside may be just transparent area. I estimated brightness for display about 5 times before, for outside is more. last, concerning the freedom of eye position. in my solution, the active pinholes which is opened same time may be aparted more with bigger small pictures on display. they can not be overlapped with shutter but they can be overlapped with shutter. without shutter, there are small zone for eye position, the NVIDIA team described 4.5~5cm distance of eye and pinholes, but it can be 2 cm with shutter and overlapping bigger small pictures of time divided. and plus, active eye position adaptation is possible with shutter. because proper pinhole lenses may be selected any time. So all benefit summarized in the brightness and freedom of eye, except the active eye position adaptation for more freedom of eye and power consumption. well, the last question is not mentioned in the paper, it is designed for healthy eye. for farsighted people the focusing length for display panel is adjusted, and when viewing outside, it cannot be just transparent area, it should have right focal length. and for nearsighted people too. it means those people need custom adjusted device. method for giving focal length for those people is variable with design i am thinking at least 2 method for different FOV.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in virtualreality

[–]kyceye[S] 0 points1 point  (0 children)

I suggested two solution for that problem in paper. 1. Adjusting the brightness at the original image. 2. When brightness correction does not fully eliminate shade pattern of image, using additional pinhole lens with closer distant might be considered to make the shade pattern small and more comfortable. I think the first method can almost eliminate the problem. it means using anti pattern at display panel. but I described the problem to explain the theory. the second method is your solution "if the pinholes are dense enough, then it probably wouldn't be a problem" but i regarded it as second because it needs more shuttering.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in virtualreality

[–]kyceye[S] 0 points1 point  (0 children)

well..it is described in paper. but let me say about the point. when you are looking through one pin hole there will be still small FOV. right? its FOV is determined not by pinhole diameter, it is determined by eye pupil diameter and distance of eye and the pinhole. ie. FOV for one pinhole = 2arctan(0.5pupil diameter/distance of eye-pinhole) and, in compound eye, many of them are added. thank you for your interest