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COSC 426: Augmented Reality
Mark Billinghurst
mark.billinghurst@hitlabnz.org
July 23rd 2014
Lecture 2: AR Technology
mark.billinghurst@hitlabnz.org
Recap
Augmented Reality Definition
  Defining Characteristics [Azuma 97]
  Combines Real and Virtual Images
-  Both can be seen at the same time
  Interactive in real-time
-  Virtual content can be interacted with
  Registered in 3D
-  Virtual objects appear fixed in space
What is not Augmented Reality?
  Location-based services
  Barcode detection (QR-codes)
  Augmenting still images
  Special effects in movies
  …
  … but they can be combined with AR!
AR vs VR
  Virtual Reality: Replaces Reality
  Scene Generation: requires realistic images
  Display Device: fully immersive, wide FOV
  Tracking and Sensing: low accuracy is okay
  Augmented Reality: Enhances Reality
  Scene Generation: minimal rendering okay
  Display Device: non-immersive, small FOV
  Tracking and Sensing: high accuracy needed
Milgram’s Reality-Virtuality continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays
IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
2014 COSC 426 Lecture 2: Augmented Reality Technology
A Brief History of AR (1)
  1960’s: Sutherland / Sproull’s
first HMD system was see-
through
History Summary
  1960’s – 80’s: Early Experimentation
  1980’s – 90’s: Basic Research
  Tracking, displays
  1995 – 2005: Tools/Applications
  Interaction, usability, theory
  2005 - : Commercial Applications
  Games, Medical, Industry
Google Searches for AR
2008 - Browser Based AR
  Flash + camera + 3D graphics
  High impact
  High marketing value
  Large potential install base
  1.6 Billion web users
  Ease of development
  Lots of developers, mature tools
  Low cost of entry
  Browser, web camera
2005 - Mobile Phone AR
  Mobile Phones
  camera
  processor
  display
  AR on Mobile Phones
  Simple graphics
  Optimized computer vision
  Collaborative Interaction
2009 - Outdoor Information Overlay
  Mobile phone based
  Tag real world locations
  GPS + Compass input
  Overlay graphics data on live video
  Applications
  Travel guide, Advertising, etc
  Wikitude, Layar, Junaio, etc..
  Android based, Public API released
AR Today
 Key Technologies Available
-  Robust tracking (Computer Vision, GPS/sensors)
-  Display (Handheld, HMDs)
-  Input Devices (Kinect, etc)
-  Developer tools (Qualcomm, Metaio, ARTW)
 Commercial Business Growing
-  Gaming, GPS/Mobile, Online Advertisement
•  >$5 Billion USD by 2016 (Markets andMarkets)
•  >$1.5 Billion USD in Mobile AR by 2014 (Juniper Research)
Sample AR Applications
Applications
  Medicine
  Manufacturing
  Information overlay
  Architecture
  Museum
  Marketing
  Gaming
Applications: medical
  “X-ray vision” for surgeons
  Aid visualization, minimally-invasive operations.
Training. MRI, CT data.
  Ultrasound project, UNC Chapel Hill.
Courtesy
UNC
Chapel
Hill
Medical AR Trials
  Sauer et al. 2000 at Siemens
Corporate Research, NJ
  Stereo video see through
F. Sauer, Ali Khamene, S. Vogt: An Augmented Reality Navigation System with a
Single-Camera Tracker: System Design and Needle Biopsy Phantom Trial,
MICCAI 2002
Assembly and maintenance
© 1993 S. Feiner, B. MacIntyre, &
D. Seligmann, Columbia University
© 1996 S. Feiner, B. MacIntyre, &
A. Webster, Columbia University
PS3 - Eye of Judgment (2007)
  Computer Vision Tracking
  Card based battle game
  Collaborative AR
  October 24th 2007
2014 COSC 426 Lecture 2: Augmented Reality Technology
AR Books – Markerless Tracking
AR Annotations
Columbia
University
HRL
© 1993 S. Feiner, B. MacIntyre,
M. Haupt, & E. Solomon,
Columbia University
© 1997 S. Feiner, B. MacIntyre,
T. Höllerer, & A. Webster,
Columbia University
Broadcast TV
Interactive Museum Experiences
  BlackMagic
  Virtual America’s Cup
  410,000 people in six months
  MagicPlanet
  TeManawa science museum
  Virtual Astronomy
  Collaborative AR experience
  ARVolcano
  Interactive AR kiosk
  Scienceworks museum, Melbourne
Digital Binocular Station
http://www.DigitalBinocularStation.com/
Museum Archeology
  LifePlus (2002-2004)
  Natural feature tracking
  Virtual characters
  Mobile AR system
  Archeoguide (2000-2002)
  Cultural heritage on-site guide
  Hybrid tracking
  Virtual overlay
Sales and Marketing
  Connect with brands and branded objects
  Location Based Experiences
  Lynx Angels
  Web based
  Rayban glasses
  Mobile
  Ford Ka campaign
  Print based
  Red Bull Magazine
Summary
  AR technology can be used to develop a wide
range of applications
  Promising application areas include
  Games
  Education
  Engineering
  Medicine
  Museums
  Etc..
AR Experience Design
2014 COSC 426 Lecture 2: Augmented Reality Technology
“The product is no longer
the basis of value.The
experience is.”
Venkat Ramaswamy
The Future of Competition.
Experience Economy
experiences
services
products
components
Value
Sony CSL © 2004
Gilmore + Pine: Experience Economy
Function
Emotion
2014 COSC 426 Lecture 2: Augmented Reality Technology
Good Experience Design
  Reactrix
  Top down projection
  Camera based input
  Reactive Graphics
  No instructions
  No training
Improve the experience of picking up rubbish?
World’s Deepest Rubbish Bin
  The Fun Theory – http://www.funtheory.com
Improve the experience of walking up stairs?
Musical Stairs
  The Fun Theory – http://www.funtheory.com
Apple: The Value of Good Design
  Good Experience Design Dominates Markets
iPod Sales 2002-2007
2014 COSC 426 Lecture 2: Augmented Reality Technology
Using the N-gage
SideTalking
  http://www.sidetalkin.com
2014 COSC 426 Lecture 2: Augmented Reality Technology
2014 COSC 426 Lecture 2: Augmented Reality Technology
Interaction Design
“Designing interactive products to support people in their
everyday and working lives”
Preece, J., (2002). Interaction Design
  Design of User Experience with Technology
  Higher in the value chain than product design
2014 COSC 426 Lecture 2: Augmented Reality Technology
  Interaction Design involves answering three questions:
  What do you do? - How do you affect the world?
  What do you feel? – What do you sense of the world?
  What do you know? – What do you learn?
Interaction Design is All About You
  Users should be
involved throughout
the Design Process
  Consider all the needs
of the user
2014 COSC 426 Lecture 2: Augmented Reality Technology
2014 COSC 426 Lecture 2: Augmented Reality Technology
Interaction Design Process
experiences
applications
tools
components
Building Compelling AR Experiences
Tracking, Display
Authoring
Interaction
Usability
Summary
  In order to build AR applications you need to
focus on the user experience
  Great user experience is based on
  Low level AR component technology
  Authoring tools
  Application/Interaction design
  User experience texting
AR Technology
experiences
applications
tools
components
Sony CSL © 2004
Building Compelling AR Experiences
Display, Tracking
Core Technologies
 Combining Real and Virtual Images
•  Display technologies
 Interactive in Real-Time
•  Input and interactive technologies
 Registered in 3D
•  Viewpoint tracking technologies
Display
Processing
Input Tracking
AR Displays
AR Displays
e.g. window
reflections
Virtual Images
seen off windows
e.g. Reach-In
Projection CRT Display
using beamsplitter
Not Head-Mounted
e.g. Shared Space
Magic Book
Liquid Crystal
Displays LCDs
Head-Mounted
Display (HMD)
Primarily Indoor
Environments
e.g. WLVA
and IVRD
Cathode Ray Tube (CRT)
or Virtual Retinal Display (VRD)
Many Military Applications
& Assistive Technologies
Head-Mounted
Display (HMD)
e.g. Head-Up
Display (HUD)
Projection Display
Navigational Aids in Cars
Military Airborne Applications
Not Head Mounted
(e.g. vehicle mounted)
Primarily Outdoor
(Daylight) Environments
AR
Visual Displays
Display Technologies
 Types (Bimber/Raskar 2003)
 Head attached
•  Head mounted display/projector
 Body attached
•  Handheld display/projector
 Spatial
•  Spatially aligned projector/monitor
Display Taxonomy
Head Mounted Displays
Head Mounted Displays (HMD)
-  Display and Optics mounted on Head
-  May or may not fully occlude real world
-  Provide full-color images
-  Considerations
•  Cumbersome to wear
•  Brightness
•  Low power consumption
•  Resolution limited
•  Cost is high?
Key Properties of HMD
  Field of View
  Human eye 95 degrees horizontal, 60/70 degrees vertical
  Resolution
  > 320x240 pixel
  Refresh Rate
  Focus
  Fixed/manual
  Power
  Size
Types of Head Mounted Displays
The image cannot be
displayed. Your
computer may not have
enough memory to open
the image, or the image
may have been
corrupted. Restart your
computer, and then open
the file again. If the red x
still appears, you may
have to delete the image
and then insert it again.
The
ima
ge
can
not
be
dis
play
ed.
You
r
co
mp
uter
Occluded
See-thru
Multiplexed
Immersive VR Architecture
Head!
Tracker
Host!
Processor
Data Base!
Model
Rendering!
Engine
Frame!
Buffer
head position/orientation
to network
Display!
Driver
Non see-thru!
Image source
& optics
virtual
object
Virtual
World
See-thru AR Architecture
Head!
Tracker
Host!
Processor
Data Base!
Model
Rendering!
Engine
Frame!
Buffer
head position/orientation
to network
Display!
Driver
see-thru!
combiner
Virtual Image
superimposed!
over real world
object
real world
Image source
Optical see-through head-mounted display
Virtual images
from monitors
Real
World
Optical
Combiners
Optical See-Through HMD
Epson Moverio BT-200
▪  Stereo see-through display ($700)
▪  960 x 540 pixels, 23 degree FOV, 60Hz, 88g
▪  Android Powered, separate controller
▪  VGA camera, GPS, gyro, accelerometer
View Through Optical See-Through HMD
The Virtual Retinal Display
  Image scanned onto retina
  Commercialized through Microvision
  Nomad System - www.mvis.com
Strengths of optical see-through AR
  Simpler (cheaper)
  Direct view of real world
  Full resolution, no time delay (for real world)
  Safety
  Lower distortion
  No eye displacement
  but COASTAR video see-through avoids this
Video AR Architecture
Head!
Tracker
Host!
Processor
Graphics!
renderer
Digital!
Mixer
Frame!
Buffer
head position/orientation
to network
Display!
Driver
Non see-thru!
Image source
& optics
Head-mounted
camera aligned to
display optics
Video!
Processor
Video image
of real world
Virtual image
inset into
video of real
world
Video see-through HMD
Video
cameras
Monitors
Graphics
Combiner
Video
Video See-Through HMD
Vuzix Wrap 1200DXAR
▪  Stereo video see-through display ($1500)
■ Twin 852 x 480 LCD displays, 35 deg. FOV
■ Stereo VGA cameras
■ 3 DOF head tracking
View Through a Video See-Through HMD
Strengths of Video See-Through AR
  True occlusion
  Virtual images can block view of real world
  Digitized image of real world
  Flexibility in composition
  Matchable time delays
  More registration, calibration strategies
  Wide FOV is easier to support
Optical vs. Video AR Summary
  Both have proponents
  Video is more popular today?
  Likely because lack of available optical products
  Depends on application?
  Manufacturing: optical is cheaper
  Medical: video for calibration strategies
Eye multiplexed AR Architecture
Head!
Tracker
Host!
Processor
Data Base!
Model
Rendering!
Engine
Frame!
Buffer
head position/orientation
to network
Display!
Driver
Virtual Image
inset into!
real world scene
real world
Opaque!
Image source
Virtual Image ‘inset’ into real
Google Glass
View Through Google Glass
2014 COSC 426 Lecture 2: Augmented Reality Technology
Vuzix M-100
▪  Monocular multiplexed display ($1000)
■ 852 x 480 LCD display, 15 deg. FOV
■ 5 MP camera, HD video
■ GPS, gyro, accelerometer
Display Types
▪  Curved Mirror
▪  off-axis projection
▪  curved mirrors in front of eye
▪  high distortion, small eye-box
▪  Waveguide
▪  use internal reflection
▪  unobstructed view of world
▪  large eye-box
See-through thin displays
▪  Waveguide techniques for thin see-through displays
▪  Wider FOV, enable AR applications
▪  Social acceptability
Opinvent Ora
Waveguide Methods
See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable
Holographic
Hologram diffracts light
Limited FOV
Colour bleeding
Diffractive
Slanted gratings
Total internal reflection
Costly, small FOV
Waveguide Methods
See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable
Clear-Vu Reflective
Several reflective elements
Thinner light guide
Large FOV, eye-box
Reflective
Simple reflective elements
Lower cost
Size is function of FOV
Comparison Chart

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2014 COSC 426 Lecture 2: Augmented Reality Technology

  • 1. COSC 426: Augmented Reality Mark Billinghurst mark.billinghurst@hitlabnz.org July 23rd 2014 Lecture 2: AR Technology mark.billinghurst@hitlabnz.org
  • 3. Augmented Reality Definition   Defining Characteristics [Azuma 97]   Combines Real and Virtual Images -  Both can be seen at the same time   Interactive in real-time -  Virtual content can be interacted with   Registered in 3D -  Virtual objects appear fixed in space
  • 4. What is not Augmented Reality?   Location-based services   Barcode detection (QR-codes)   Augmenting still images   Special effects in movies   …   … but they can be combined with AR!
  • 5. AR vs VR   Virtual Reality: Replaces Reality   Scene Generation: requires realistic images   Display Device: fully immersive, wide FOV   Tracking and Sensing: low accuracy is okay   Augmented Reality: Enhances Reality   Scene Generation: minimal rendering okay   Display Device: non-immersive, small FOV   Tracking and Sensing: high accuracy needed
  • 6. Milgram’s Reality-Virtuality continuum Mixed Reality Reality - Virtuality (RV) Continuum Real Environment Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment "...anywhere between the extrema of the virtuality continuum." P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
  • 8. A Brief History of AR (1)   1960’s: Sutherland / Sproull’s first HMD system was see- through
  • 9. History Summary   1960’s – 80’s: Early Experimentation   1980’s – 90’s: Basic Research   Tracking, displays   1995 – 2005: Tools/Applications   Interaction, usability, theory   2005 - : Commercial Applications   Games, Medical, Industry
  • 11. 2008 - Browser Based AR   Flash + camera + 3D graphics   High impact   High marketing value   Large potential install base   1.6 Billion web users   Ease of development   Lots of developers, mature tools   Low cost of entry   Browser, web camera
  • 12. 2005 - Mobile Phone AR   Mobile Phones   camera   processor   display   AR on Mobile Phones   Simple graphics   Optimized computer vision   Collaborative Interaction
  • 13. 2009 - Outdoor Information Overlay   Mobile phone based   Tag real world locations   GPS + Compass input   Overlay graphics data on live video   Applications   Travel guide, Advertising, etc   Wikitude, Layar, Junaio, etc..   Android based, Public API released
  • 14. AR Today  Key Technologies Available -  Robust tracking (Computer Vision, GPS/sensors) -  Display (Handheld, HMDs) -  Input Devices (Kinect, etc) -  Developer tools (Qualcomm, Metaio, ARTW)  Commercial Business Growing -  Gaming, GPS/Mobile, Online Advertisement •  >$5 Billion USD by 2016 (Markets andMarkets) •  >$1.5 Billion USD in Mobile AR by 2014 (Juniper Research)
  • 16. Applications   Medicine   Manufacturing   Information overlay   Architecture   Museum   Marketing   Gaming
  • 17. Applications: medical   “X-ray vision” for surgeons   Aid visualization, minimally-invasive operations. Training. MRI, CT data.   Ultrasound project, UNC Chapel Hill. Courtesy UNC Chapel Hill
  • 18. Medical AR Trials   Sauer et al. 2000 at Siemens Corporate Research, NJ   Stereo video see through F. Sauer, Ali Khamene, S. Vogt: An Augmented Reality Navigation System with a Single-Camera Tracker: System Design and Needle Biopsy Phantom Trial, MICCAI 2002
  • 19. Assembly and maintenance © 1993 S. Feiner, B. MacIntyre, & D. Seligmann, Columbia University © 1996 S. Feiner, B. MacIntyre, & A. Webster, Columbia University
  • 20. PS3 - Eye of Judgment (2007)   Computer Vision Tracking   Card based battle game   Collaborative AR   October 24th 2007
  • 22. AR Books – Markerless Tracking
  • 23. AR Annotations Columbia University HRL © 1993 S. Feiner, B. MacIntyre, M. Haupt, & E. Solomon, Columbia University © 1997 S. Feiner, B. MacIntyre, T. Höllerer, & A. Webster, Columbia University
  • 25. Interactive Museum Experiences   BlackMagic   Virtual America’s Cup   410,000 people in six months   MagicPlanet   TeManawa science museum   Virtual Astronomy   Collaborative AR experience   ARVolcano   Interactive AR kiosk   Scienceworks museum, Melbourne
  • 27. Museum Archeology   LifePlus (2002-2004)   Natural feature tracking   Virtual characters   Mobile AR system   Archeoguide (2000-2002)   Cultural heritage on-site guide   Hybrid tracking   Virtual overlay
  • 28. Sales and Marketing   Connect with brands and branded objects   Location Based Experiences   Lynx Angels   Web based   Rayban glasses   Mobile   Ford Ka campaign   Print based   Red Bull Magazine
  • 29. Summary   AR technology can be used to develop a wide range of applications   Promising application areas include   Games   Education   Engineering   Medicine   Museums   Etc..
  • 32. “The product is no longer the basis of value.The experience is.” Venkat Ramaswamy The Future of Competition.
  • 34. experiences services products components Value Sony CSL © 2004 Gilmore + Pine: Experience Economy Function Emotion
  • 36. Good Experience Design   Reactrix   Top down projection   Camera based input   Reactive Graphics   No instructions   No training
  • 37. Improve the experience of picking up rubbish?
  • 38. World’s Deepest Rubbish Bin   The Fun Theory – http://www.funtheory.com
  • 39. Improve the experience of walking up stairs?
  • 40. Musical Stairs   The Fun Theory – http://www.funtheory.com
  • 41. Apple: The Value of Good Design   Good Experience Design Dominates Markets iPod Sales 2002-2007
  • 47. Interaction Design “Designing interactive products to support people in their everyday and working lives” Preece, J., (2002). Interaction Design   Design of User Experience with Technology   Higher in the value chain than product design
  • 49.   Interaction Design involves answering three questions:   What do you do? - How do you affect the world?   What do you feel? – What do you sense of the world?   What do you know? – What do you learn?
  • 50. Interaction Design is All About You   Users should be involved throughout the Design Process   Consider all the needs of the user
  • 54. experiences applications tools components Building Compelling AR Experiences Tracking, Display Authoring Interaction Usability
  • 55. Summary   In order to build AR applications you need to focus on the user experience   Great user experience is based on   Low level AR component technology   Authoring tools   Application/Interaction design   User experience texting
  • 57. experiences applications tools components Sony CSL © 2004 Building Compelling AR Experiences Display, Tracking
  • 58. Core Technologies  Combining Real and Virtual Images •  Display technologies  Interactive in Real-Time •  Input and interactive technologies  Registered in 3D •  Viewpoint tracking technologies Display Processing Input Tracking
  • 60. AR Displays e.g. window reflections Virtual Images seen off windows e.g. Reach-In Projection CRT Display using beamsplitter Not Head-Mounted e.g. Shared Space Magic Book Liquid Crystal Displays LCDs Head-Mounted Display (HMD) Primarily Indoor Environments e.g. WLVA and IVRD Cathode Ray Tube (CRT) or Virtual Retinal Display (VRD) Many Military Applications & Assistive Technologies Head-Mounted Display (HMD) e.g. Head-Up Display (HUD) Projection Display Navigational Aids in Cars Military Airborne Applications Not Head Mounted (e.g. vehicle mounted) Primarily Outdoor (Daylight) Environments AR Visual Displays
  • 61. Display Technologies  Types (Bimber/Raskar 2003)  Head attached •  Head mounted display/projector  Body attached •  Handheld display/projector  Spatial •  Spatially aligned projector/monitor
  • 64. Head Mounted Displays (HMD) -  Display and Optics mounted on Head -  May or may not fully occlude real world -  Provide full-color images -  Considerations •  Cumbersome to wear •  Brightness •  Low power consumption •  Resolution limited •  Cost is high?
  • 65. Key Properties of HMD   Field of View   Human eye 95 degrees horizontal, 60/70 degrees vertical   Resolution   > 320x240 pixel   Refresh Rate   Focus   Fixed/manual   Power   Size
  • 66. Types of Head Mounted Displays The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again. The ima ge can not be dis play ed. You r co mp uter Occluded See-thru Multiplexed
  • 67. Immersive VR Architecture Head! Tracker Host! Processor Data Base! Model Rendering! Engine Frame! Buffer head position/orientation to network Display! Driver Non see-thru! Image source & optics virtual object Virtual World
  • 68. See-thru AR Architecture Head! Tracker Host! Processor Data Base! Model Rendering! Engine Frame! Buffer head position/orientation to network Display! Driver see-thru! combiner Virtual Image superimposed! over real world object real world Image source
  • 69. Optical see-through head-mounted display Virtual images from monitors Real World Optical Combiners
  • 71. Epson Moverio BT-200 ▪  Stereo see-through display ($700) ▪  960 x 540 pixels, 23 degree FOV, 60Hz, 88g ▪  Android Powered, separate controller ▪  VGA camera, GPS, gyro, accelerometer
  • 72. View Through Optical See-Through HMD
  • 73. The Virtual Retinal Display   Image scanned onto retina   Commercialized through Microvision   Nomad System - www.mvis.com
  • 74. Strengths of optical see-through AR   Simpler (cheaper)   Direct view of real world   Full resolution, no time delay (for real world)   Safety   Lower distortion   No eye displacement   but COASTAR video see-through avoids this
  • 75. Video AR Architecture Head! Tracker Host! Processor Graphics! renderer Digital! Mixer Frame! Buffer head position/orientation to network Display! Driver Non see-thru! Image source & optics Head-mounted camera aligned to display optics Video! Processor Video image of real world Virtual image inset into video of real world
  • 78. Vuzix Wrap 1200DXAR ▪  Stereo video see-through display ($1500) ■ Twin 852 x 480 LCD displays, 35 deg. FOV ■ Stereo VGA cameras ■ 3 DOF head tracking
  • 79. View Through a Video See-Through HMD
  • 80. Strengths of Video See-Through AR   True occlusion   Virtual images can block view of real world   Digitized image of real world   Flexibility in composition   Matchable time delays   More registration, calibration strategies   Wide FOV is easier to support
  • 81. Optical vs. Video AR Summary   Both have proponents   Video is more popular today?   Likely because lack of available optical products   Depends on application?   Manufacturing: optical is cheaper   Medical: video for calibration strategies
  • 82. Eye multiplexed AR Architecture Head! Tracker Host! Processor Data Base! Model Rendering! Engine Frame! Buffer head position/orientation to network Display! Driver Virtual Image inset into! real world scene real world Opaque! Image source
  • 87. Vuzix M-100 ▪  Monocular multiplexed display ($1000) ■ 852 x 480 LCD display, 15 deg. FOV ■ 5 MP camera, HD video ■ GPS, gyro, accelerometer
  • 88. Display Types ▪  Curved Mirror ▪  off-axis projection ▪  curved mirrors in front of eye ▪  high distortion, small eye-box ▪  Waveguide ▪  use internal reflection ▪  unobstructed view of world ▪  large eye-box
  • 89. See-through thin displays ▪  Waveguide techniques for thin see-through displays ▪  Wider FOV, enable AR applications ▪  Social acceptability Opinvent Ora
  • 90. Waveguide Methods See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable Holographic Hologram diffracts light Limited FOV Colour bleeding Diffractive Slanted gratings Total internal reflection Costly, small FOV
  • 91. Waveguide Methods See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable Clear-Vu Reflective Several reflective elements Thinner light guide Large FOV, eye-box Reflective Simple reflective elements Lower cost Size is function of FOV