Oculus Research's Director of Computational Imaging, Douglas Lanman, will give a keynote speech titled "Reactive Displays: Unlocking Next-Generation VR/AR Visuals with Eye Tracking" at SID DisplayWeek 2018. Lanman will explore the concept of "reactive displays" and their role in unlocking the visual potential of next-generation AR and VR headsets. This indicates his focus on eye tracking technology and its potential in driving the development of VR and AR displays.
As personal viewing devices, headsets offer a unique way to quickly achieve a more immersive visual experience than traditional displays in shared environments. Adjusting optical, display, and sensing components for individual users helps differentiate present and past experiences. Personalized eye tracking plays a crucial role in unlocking higher resolution, wider field of view, and more comfortable visual effects. The speech will discuss the concept of reactive displays and how they will impact VR/AR devices in the coming years.
While first-generation VR headsets provide a high level of immersion, achieving visual fidelity that matches human visual capabilities in virtual worlds remains a challenge. Increasing pixel density and rendering higher-resolution images on displays seems like a direct path, but it may not be as easy as it appears.
In recent years, the combination of eye tracking and foveated rendering has proven to be an effective method for achieving higher visual fidelity. Advanced eye tracking technology helps accurately determine the user's point of focus and allows for rendering high-fidelity images only in the central field of view, while reducing the rendering quality in the peripheral field of view, thus reducing the computational load on the system. Gaze point display technology can even shift the highest pixel density area in the display to the user's point of focus, potentially reducing the challenge and cost of adding more pixels to a single panel.
The same eye tracking methods can be used to optimize various lens distortions (without considering the user's point of focus), which can enhance visual fidelity and achieve a larger field of view.
Although eye tracking and foveated rendering have several advantages and impressive demonstrations have been made in the community, they are still in the active research and development stage, and commercially available VR headsets that provide seamless hardware/software solutions have not yet been released. Therefore, 映维网 is interested in Lanman's assessment of the current state of these technologies and their applicability to future AR and VR headsets.