Lune

IEEE VR2020顶会

Angular Dependence of the Spatial Resolution in Virtual Reality Displays

Ryan Beams, Brendan Collins, Andrea Seung Kim, Aldo Badano

2020年份
2被引次数
2顶会引用

摘要

We compare two methods for characterizing the angular dependence of the spatial resolution in virtual reality head-mounted displays (HMDs) by measuring the line spread response (LSR) across the field of view (FOV) of the device. While slanted-edge is the standard method for determining the resolution of cameras, the standard approach for display devices is to used a line or edge aligned to the display pixel array. However, applying the LSR to head-mounted displays (HMDs) presents additional challenges due to the neareye optics. The LSRs of the HTC Vive and HTC Vive Pro were measured using a line of single white pixels by setting the red, green, and blue subpixels at maximum driving level. The white line was swept along a single direction over a 30° range in the FOV and the spatial resolution was measured using two approaches: wide-field and angle-scanning. In the wide-field method, the 30° FOV is imaged onto a stationary camera. In the second method, the camera is rotated across the FOV such that the white line remains static on the camera with the rotation axis located behind the lens to mimic the human visual system. The results show that the wide-field method overestimates the spatial resolution of the HMD by approximately 40% for angles larger than 10°. Consistent results obtained for the Vive and the Vive Pro indicate that the cause of the resolution limitation depends on the location in the FOV. The limitation in the center of the FOV is the pixel density, whereas, the off-axis spatial resolution is limited by optical components. Achieving high resolution VR HMDs requires system-wide design and technology improvement.

问问这篇 Paper

问问你的智能体。

Lune 读过与它相关的顶会 Paper,每个回答都会注明依据哪几篇。

可以从这些问题问起

智能体调用

Lunesearch_papers

在 Lune 里问

免费开始,无需绑卡

引用它的顶会 Paper2

问问它们各自怎么用它

相关 Paper

黄昏的海面,两侧是细线勾勒的悬崖