Liquid crystal on silicon, microdisplay with a switchable liquid-crystal matrix on reflective silicon backplane Micro-organic light-emitting diode, display with emitter size less than 15 μm, used in camera electronic view findersĭigital light processing, Texas Instrument’s colloquially genericized trademark for DMD (digital micromirror device), an array of bi-stable reflective micromirrors, commonly used in projection systems for highly efficiency SLM High-temperature polysilicon (used for silicon backplanes)Īctive-matrix organic light-emitting diode, increased contrast at the cost of lifetime and high brightness, each pixel is its own organic electroluminescent emitter, used commonly in cellphones In-plane switching liquid-crystal display, liquid-crystal structure twist in-plane of display, allowing for higher viewing angles than twisted nematic (TN) LCDs, used in phones and monitors Low-temperature polysilicon liquid-crystal display, higher resolution and faster switching speed than amorphous Si LCD Liquid-crystal display, display technology where electro-sensitive liquid crystal pixels amplitude-modulate light from a global polarized backlight in transmission Head up display, refers to see-through display that is often mounted externally (such as above a dashboard) allowing user to see both virtual content and subject of focus (e.g., the road ahead) simultaneously Head-mounted display or helmet-mounted display Graphical processing unit, parallel architecture suited for graphics render and other matrix operations Inertial measurement unit consisting of at least an accelerometer, and gyroscope, and often a magnetometer Sense of realism and development in delivered experience Virtual reality, blocks out reality and supplants with virtual objects Video see-through mixed reality, virtual reality turned into the mixed reality with camera pass-through of the real-world into the VR environmentĮxtended reality, a generic term to capture all varieties across MR and AR Optical see-through mixed reality, displays are transparent such that real world is viewable optically through the displays Mixed reality, virtual objects situationalized in 3D in your real space, often interactable Matching the specifics of the display architecture to the human visual perception system is key to bound the constraints of the hardware allowing for headset development and mass production at reasonable costs, while providing a delightful experience to the end user.Īugmented reality, adding virtual content into field of view of reality, can include augmentations created by mixed reality headsets, handhelds, head up displays, smart glasses, camera-projector systems, etc. We emphasize the need for a human-centric optical design process, which would allow for the most comfortable headset design (wearable, visual, vestibular, and social comfort) without compromising the user’s sense of immersion (display, sensing, and interaction). In order to effectively address both comfort and immersion challenges through improved hardware architectures and software developments, a deep understanding of the specific features and limitations of the human visual perception system is required. Immersion can be defined as the multisensory perceptual experience (including audio, display, gestures, haptics) that conveys to the user a sense of realism and envelopment. Social comfort-allowing for true eye contact, in a socially acceptable form factor. Two main pillars defining the MR experience are comfort and immersion. Combiners are often considered as critical optical elements in MR headsets, as they are the direct window to both the digital content and the real world for the user’s eyes. One such crucial component is the optical combiner. In order to meet such high market expectations, several challenges must be addressed: first, cementing primary use cases for each specific market segment and, second, achieving greater MR performance out of increasingly size-, weight-, cost- and power-constrained hardware. Hardware architectures and technologies for AR and MR have made tremendous progress over the past five years, fueled by recent investment hype in start-ups and accelerated mergers and acquisitions by larger corporations. Already, market analysts show very optimistic expectations on return on investment in MR, for both enterprise and consumer applications. Such devices have the potential to revolutionize how we work, communicate, travel, learn, teach, shop, and are entertained. Extended reality (XR) is another acronym frequently used to refer to all variants across the MR spectrum. This paper is a review and analysis of the various implementation architectures of diffractive waveguide combiners for augmented reality (AR), mixed reality (MR) headsets, and smart glasses.
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