4,304 research outputs found

    Exploring the Potential of 3D Visualization Techniques for Usage in Collaborative Design

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    Best practice for collaborative design demands good interaction between its collaborators. The capacity to share common knowledge about design models at hand is a basic requirement. With current advancing technologies gathering collective knowledge is more straightforward, as the dialog between experts can be supported better. The potential for 3D visualization techniques to become the right support tool for collaborative design is explored. Special attention is put on the possible usage for remote collaboration. The opportunities for current state-of-the-art visualization techniques from stereoscopic vision to holographic displays are researched. A classification of the various systems is explored with respect to their tangible usage for augmented reality. Appropriate interaction methods can be selected based on the usage scenario

    A joint motion & disparity motion estimation technique for 3D integral video compression using evolutionary strategy

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    3D imaging techniques have the potential to establish a future mass-market in the fields of entertainment and communications. Integral imaging, which can capture true 3D color images with only one camera, has been seen as the right technology to offer stress-free viewing to audiences of more than one person. Just like any digital video, 3D video sequences must also be compressed in order to make it suitable for consumer domain applications. However, ordinary compression techniques found in state-of-the-art video coding standards such as H.264, MPEG-4 and MPEG-2 are not capable of producing enough compression while preserving the 3D clues. Fortunately, a huge amount of redundancies can be found in an integral video sequence in terms of motion and disparity. This paper discusses a novel approach to use both motion and disparity information to compress 3D integral video sequences. We propose to decompose the integral video sequence down to viewpoint video sequences and jointly exploit motion and disparity redundancies to maximize the compression. We further propose an optimization technique based on evolutionary strategies to minimize the computational complexity of the joint motion disparity estimation. Experimental results demonstrate that Joint Motion and Disparity Estimation can achieve over 1 dB objective quality gain over normal motion estimation. Once combined with Evolutionary strategy, this can achieve up to 94% computational cost saving

    Neural \'{E}tendue Expander for Ultra-Wide-Angle High-Fidelity Holographic Display

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    Holographic displays can generate light fields by dynamically modulating the wavefront of a coherent beam of light using a spatial light modulator, promising rich virtual and augmented reality applications. However, the limited spatial resolution of existing dynamic spatial light modulators imposes a tight bound on the diffraction angle. As a result, modern holographic displays possess low \'{e}tendue, which is the product of the display area and the maximum solid angle of diffracted light. The low \'{e}tendue forces a sacrifice of either the field-of-view (FOV) or the display size. In this work, we lift this limitation by presenting neural \'{e}tendue expanders. This new breed of optical elements, which is learned from a natural image dataset, enables higher diffraction angles for ultra-wide FOV while maintaining both a compact form factor and the fidelity of displayed contents to human viewers. With neural \'{e}tendue expanders, we experimentally achieve 64ร—\times \'{e}tendue expansion of natural images in full color, expanding the FOV by an order of magnitude horizontally and vertically, with high-fidelity reconstruction quality (measured in PSNR) over 29 dB on retinal-resolution images

    ์ผ์ƒ์šฉ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด์— ๋Œ€ํ•œ ์—ฐ๊ตฌ: ํผ ํŒฉํ„ฐ, ์‹œ์•ผ๊ฐ, ์•„์ด๋ฐ•์Šค, ํˆฌ๋ช… ๋ฐ 3์ฐจ์› ํ™€๋กœ๊ทธ๋ž˜ํ”ฝ ๋””์Šคํ”Œ๋ ˆ์ด

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ „๊ธฐยท์ •๋ณด๊ณตํ•™๋ถ€, 2021.8. ์ด๋ณ‘ํ˜ธ.The purpose of the display technology is to deliver visual information through light. When the information becomes larger in its amount and more similar to the natural 3D scene, the user will get a more immersive experience. In this point of view, among many 3D display technologies, the near-eye display (NED) can provide the most immersive experience since it utilizes the information in the most efficient way. Nevertheless, the NED devices are still struggling to penetrate the public market because of the bottlenecks of performance in their optical systems. Especially, among the major required performances, the form factor of the NED optical system is the most urgent problem to solve for NED's daily use in public. In this dissertation, three different methods are presented to reduce the form factor of the NEDs while considering the trade-off with the other performances. In Chapter 2, a method to make a glasses-sized virtual reality (VR) NED is presented. While having a thin form factor, other performances are still comparable such as field of view (FOV), eye-box, and resolution. In Chapter 3, a method to reduce the form factor of the holographic NED is presented, which can offer accommodation 3D focus cue. Conventional holographic projection part which required tens of centimeters of path length can be substituted by a 2 mm thick Bragg grating filter. In Chapter 4, a method to reduce the form factor of a holographic optical see-through NED is presented. When the holographic NED is combined with the waveguide image combiner, both the thin and transparent glass-like form factor of waveguide and the capability of 3D holographic display can be acquired. Moreover, this method also can enlarge the narrow eye-box of the holographic NED. The NED technology just started to run. The goal of the daily-use NED seems far but surely it is in a visible future. The author believes the daily-use NED will revolutionize peoples' lifestyles like smartphones have done. Hopefully, these works' effort toward the daily-use NED will contribute to the upcoming future.๋””์Šคํ”Œ๋ ˆ์ด ๊ธฐ์ˆ ์˜ ๋ชฉ์ ์€ ๋น›์„ ํ†ตํ•ด ์‹œ๊ฐ์ •๋ณด๋ฅผ ์ „๋‹ฌํ•˜๋Š” ๊ฒƒ์ด๋‹ค. ๋””์Šคํ”Œ๋ ˆ์ด๊ฐ€ ๋” ๋งŽ์€ ์–‘์˜ ์ •๋ณด๋ฅผ ์ „๋‹ฌํ•˜๊ณ , ์ž์—ฐ์Šค๋Ÿฌ์šด 3D ํ™˜๊ฒฝ๊ณผ ๋” ๋น„์Šทํ•œ ์ •๋ณด๋ฅผ ์ œ๊ณตํ•  ์ˆ˜ ์žˆ์„ ๋•Œ, ์‚ฌ์šฉ์ž๋Š” ๋ชฐ์ž…๊ฐ์„ ๊ฒฝํ—˜ํ•  ์ˆ˜ ์žˆ๋‹ค. ์ด๋Ÿฌํ•œ ์ •๋ณด ์ „๋‹ฌ์˜ ๊ด€์ ์—์„œ, ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด๋Š” ๊ฐ€์žฅ ํšจ์œจ์ ์ธ ๋ฐฉ๋ฒ•์œผ๋กœ ๋งŽ์€ ์ž์œ ๋„๋ฅผ ๊ฐ€์ง€๋ฉด์„œ ์ •๋ณด๋ฅผ ์ „๋‹ฌํ•  ์ˆ˜ ์žˆ๋Š” ๊ธฐ์ˆ ์ด๊ธฐ ๋•Œ๋ฌธ์—, ๊ฐ€์žฅ ๋ชฐ์ž…๊ฐ ์žˆ๋Š” ๋””์Šคํ”Œ๋ ˆ์ด ๊ธฐ์ˆ ์ด๋ผ๊ณ  ๋งํ•  ์ˆ˜ ์žˆ๋‹ค. ๊ทธ๋Ÿผ์—๋„ ๋ถˆ๊ตฌํ•˜๊ณ  ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด๋Š” ์—ฌ์ „ํžˆ ์‹œ์žฅ์— ์นจํˆฌํ•˜๊ธฐ ์œ„ํ•ด์„œ ๊ณ ๊ตฐ๋ถ„ํˆฌํ•˜๊ณ  ์žˆ๋‹ค. ์—ฌ๊ธฐ์„œ ๊ด‘ํ•™๊ณ„ ์„ฑ๋Šฅ์ด ๋ณ‘๋ชฉํ˜„์ƒ์ด ๋˜๊ณ  ์žˆ๋‹ค. ํŠนํžˆ ์—ฌ๋Ÿฌ ์„ฑ๋Šฅ๋“ค ์ค‘์—์„œ๋„ ํผ ํŒฉํ„ฐ๋Š” ์ผ์ƒ์šฉ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด๋ฅผ ์œ„ํ•ด์„œ ๊ฐ€์žฅ ์‹œ๊ธ‰ํ•˜๊ฒŒ ํ•ด๊ฒฐํ•ด์•ผํ•˜๋Š” ๋ฌธ์ œ์ด๋‹ค. ์ด ํ•™์œ„๋…ผ๋ฌธ์—์„œ๋Š” ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด์˜ ํผํŒฉํ„ฐ๋ฅผ ์ค„์ด๋ฉด์„œ๋„ ๋‹ค๋ฅธ ์„ฑ๋Šฅ์„ ํฌ๊ฒŒ ํ•ด์น˜์ง€ ์•Š์„ ์ˆ˜ ์žˆ๋Š” ์„ธ ๊ฐ€์ง€ ๋ฐฉ๋ฒ•์„ ์†Œ๊ฐœํ•œ๋‹ค. ์ œ 2์žฅ์—์„œ๋Š” ์•ˆ๊ฒฝ ํฌ๊ธฐ์˜ ๊ฐ€์ƒํ˜„์‹ค์šฉ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด๋ฅผ ๋งŒ๋“œ๋Š” ๋ฐฉ๋ฒ•์„ ์†Œ๊ฐœํ•œ๋‹ค. ์ด ์‹œ์Šคํ…œ์€ ์–‡์€ ํผํŒฉํ„ฐ๋ฅผ ๊ฐ€์กŒ์Œ์—๋„ ์‹œ์•ผ๊ฐ, ์•„์ด๋ฐ•์Šค, ํ•ด์ƒ๋„ ๋“ฑ์˜ ๋‹ค๋ฅธ ์„ฑ๋Šฅ๋„ ํฌ๊ฒŒ ํ›ผ์†๋˜์ง€ ์•Š๋Š”๋‹ค. ์ œ 3์žฅ์—์„œ๋Š” 3์ฐจ์› ์ดˆ์ ์กฐ์ ˆ๋ฐ˜์‘์„ ์ œ๊ณตํ•  ์ˆ˜ ์žˆ๋Š” ํ™€๋กœ๊ทธ๋ž˜ํ”ฝ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด์—์„œ ํผํŒฉํ„ฐ๋ฅผ ์ค„์ผ ์ˆ˜ ์žˆ๋Š” ๋ฐฉ๋ฒ•์„ ์†Œ๊ฐœํ•œ๋‹ค. ๊ธฐ์กด ํ™€๋กœ๊ทธ๋ž˜ํ”ฝ ํˆฌ์‚ฌ ๊ด‘ํ•™๊ณ„๋Š” ์ˆ˜์‹ญ ์„ผํ‹ฐ๋ฏธํ„ฐ์˜ ๊ด‘๊ฒฝ๋กœ๊ฐ€ ํ•„์š”ํ–ˆ์ง€๋งŒ, ์ด ์‹œ์Šคํ…œ์„ 2 mm ๋‘๊ป˜์˜ Bragg ๊ฒฉ์ž๋งŒ์œผ๋กœ ๋Œ€์ฒดํ•  ์ˆ˜ ์žˆ๋‹ค. ์ œ 4์žฅ์—์„œ๋Š” ํ™€๋กœ๊ทธ๋ž˜ํ”ฝ ํˆฌ๋ช… ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด์—์„œ์˜ ํผํŒฉํ„ฐ๋ฅผ ์ค„์ผ ์ˆ˜ ์žˆ๋Š” ๋ฐฉ๋ฒ•์„ ์†Œ๊ฐœํ•œ๋‹ค. ํ™€๋กœ๊ทธ๋ž˜ํ”ฝ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด๊ฐ€ ๊ด‘๋„ํŒŒ๋กœ ์˜์ƒ๊ฒฐํ•ฉ๊ธฐ์™€ ๊ฒฐํ•ฉ๋˜๋ฉด ๋‘ ๊ฐ€์ง€ ์žฅ์ ์„ ๋ชจ๋‘ ๊ฐ€์งˆ ์ˆ˜ ์žˆ๋‹ค. ๋”ฐ๋ผ์„œ ๊ด‘๋„ํŒŒ๋กœ์˜ ํˆฌ๋ช…ํ•˜๊ณ  ์–‡์€ ํผํŒฉํ„ฐ์™€ ํ™€๋กœ๊ทธ๋ž˜ํ”ฝ ๋””์Šคํ”Œ๋ ˆ์ด์˜ 3์ฐจ์› ์ดˆ์ ์กฐ์ ˆ๋ฐ˜์‘ ์ œ๊ณต๊ฐ€๋Šฅํ•œ ํŠน์„ฑ์„ ๋ชจ๋‘ ๊ฐ€์งˆ ์ˆ˜ ์žˆ๋‹ค. ๊ฒŒ๋‹ค๊ฐ€, ์ด ๋ฐฉ๋ฒ•์€ ํ™€๋กœ๊ทธ๋ž˜ํ”ฝ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด์—์„œ ๋ฌธ์ œ๊ฐ€ ๋˜์—ˆ๋˜ ์ข์€ ์•„์ด๋ฐ•์Šค์— ๋Œ€ํ•œ ๋ฌธ์ œ๋„ ํ•ด๊ฒฐํ•  ์ˆ˜ ์žˆ๋‹ค. ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด ๊ธฐ์ˆ ์€ ์ด์ œ ๋‹ฌ๋ฆฌ๊ธฐ ์‹œ์ž‘ํ–ˆ๋‹ค. ์ผ์ƒ์šฉ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด์— ๋Œ€ํ•œ ๊ฟˆ์€ ๋ฉ€์–ด๋ณด์ด์ง€๋งŒ ๋ถ„๋ช…ํžˆ ๋ณด์ผ๋งŒํ•œ ๊ฑฐ๋ฆฌ์— ์žˆ๋‹ค. ์ €์ž๋Š” ์ผ์ƒ์šฉ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด๊ฐ€ ๋งˆ์น˜ ์Šค๋งˆํŠธํฐ์ด ๊ทธ๋žฌ๋“ฏ์ด ์‚ฌ๋žŒ๋“ค์˜ ์‚ถ์˜ ๋ฐฉ์‹์„ ๊ฐœํ˜ํ•  ๊ฒƒ์ด๋ผ๊ณ  ๋ฏฟ๋Š”๋‹ค. ์ด ํ•™์œ„๋…ผ๋ฌธ์—ฐ๊ตฌ์—์„œ์˜ ๋…ธ๋ ฅ์ด ๋‹ค๊ฐ€์˜ค๋Š” ๋ฏธ๋ž˜์— ๊ธฐ์—ฌํ•  ์ˆ˜ ์žˆ๊ธฐ๋ฅผ ๋ฐ”๋ž€๋‹ค.1 Introduction 1 1.1 Near-eye display (NED) 1 1.1.1 Display and information 1 1.1.2 3D displays and NED 4 1.2 Daily-use NED 9 1.2.1 VR, AR, and daily-use NED 9 1.2.2 Performance of NED optics 11 1.2.3 Priority of performance for daily-use NED 15 1.3 Dissertation overview 17 2 Compact VR NED using optimized lens array 19 2.1 Introduction 19 2.2 Related works 23 2.2.1 Conventional VR optics 23 2.2.2 Pancake VR optics 23 2.2.3 Lenslet array and light field near-eye display 24 2.2.4 Waveguide near-eye displays 24 2.3 Design approach 25 2.3.1 Why conventional VR is bulky 25 2.3.2 Lenslet array and collecting lens 27 2.3.3 Fresnel lens 29 2.3.4 Polarization-based optical folding (pancake lens) 31 2.4 Design space 33 2.4.1 Light field analysis 33 2.4.2 Design parameter selection 36 2.5 Aberration analysis 38 2.5.1 Fresnel lens selection 38 2.5.2 Image distortion 41 2.6 Implementation 43 2.6.1 Benchtop prototype 43 2.6.2 VR glasses prototype 44 2.7 Display result 46 2.7.1 Camera used in experiments 46 2.7.2 FOV and image distortion 47 2.7.3 Eye-box and pupil swim distortion 49 2.7.4 Resolution and chromatic aberration 50 2.7.5 VR glasses prototype 52 2.8 Discussion and future works 53 2.8.1 System thickness 53 2.8.2 Leakage noise 53 2.8.3 Fresnel lens optimization 54 2.8.4 Pupil tracker synchronization 55 2.8.5 See-through display 55 2.9 Conclusion 55 3 Compact holographic projection using Bragg grating noise filter 57 3.1 Introduction 57 3.2 Related works 58 3.3 Principles 59 3.3.1 Angular stop filter (ASF) 59 3.3.2 Noise in a holographic display 60 3.4 Filter design 61 3.4.1 Design of DC angular stop filter (ASF) 61 3.4.2 Design of high-order angular stop filter (ASF) 64 3.5 Experiments 64 3.6 Discussion 69 3.6.1 Effect of ring-shaped filtered region 69 3.6.2 Application to full color holographic display 69 3.7 Conclusion 70 4 Compact holographic AR NED using waveguide image combiner 73 4.1 Introduction 73 4.1.1 Terminology 74 4.2 Trade-offs in conventional holographic see-through NED 75 4.2.1 Optical see-through property and form factor 75 4.2.2 Holographic NED and narrow eye-box 76 4.3 Limitation of conventional waveguide image combiner 78 4.3.1 Basic principle of waveguide image combiner 78 4.3.2 Limitation in providing accommodation 3D focus cue 80 4.4 Principle of holographic waveguide NED 82 4.4.1 Capability of accommodation 3D focus cue 82 4.4.2 Capability of the eye-box shifting 85 4.5 Algorithm 86 4.5.1 Algorithm for input hologram calculation 86 4.5.2 Algorithm for waveguide system measurement 94 4.6 Experimental results 98 4.6.1 Holographic waveguide NED setup 98 4.6.2 Waveguide system model estimation 101 4.6.3 3D waveguide display results 103 4.7 Discussion 104 4.8 Conclusion 106 5 Conclusion 109 Appendix 124 ์ดˆ๋ก 125๋ฐ•

    Interferometers as Probes of Planckian Quantum Geometry

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    A theory of position of massive bodies is proposed that results in an observable quantum behavior of geometry at the Planck scale, tPt_P. Departures from classical world lines in flat spacetime are described by Planckian noncommuting operators for position in different directions, as defined by interactions with null waves. The resulting evolution of position wavefunctions in two dimensions displays a new kind of directionally-coherent quantum noise of transverse position. The amplitude of the effect in physical units is predicted with no parameters, by equating the number of degrees of freedom of position wavefunctions on a 2D spacelike surface with the entropy density of a black hole event horizon of the same area. In a region of size LL, the effect resembles spatially and directionally coherent random transverse shear deformations on timescale โ‰ˆL/c\approx L/c with typical amplitude โ‰ˆctPL\approx \sqrt{ct_PL}. This quantum-geometrical "holographic noise" in position is not describable as fluctuations of a quantized metric, or as any kind of fluctuation, dispersion or propagation effect in quantum fields. In a Michelson interferometer the effect appears as noise that resembles a random Planckian walk of the beamsplitter for durations up to the light crossing time. Signal spectra and correlation functions in interferometers are derived, and predicted to be comparable with the sensitivities of current and planned experiments. It is proposed that nearly co-located Michelson interferometers of laboratory scale, cross-correlated at high frequency, can test the Planckian noise prediction with current technology.Comment: 23 pages, 6 figures, Latex. To appear in Physical Review

    ๋น„๋“ฑ๋ฐฉ์„ฑ ๊ด‘ํ•™ ์†Œ์ž๋ฅผ ์ด์šฉํ•œ ๊ด‘ ์‹œ์•ผ๊ฐ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ „๊ธฐยท์ปดํ“จํ„ฐ๊ณตํ•™๋ถ€, 2019. 2. ์ด๋ณ‘ํ˜ธ.Near-eye display is considered as a promising display technique to realize augmented reality by virtue of its high sense of immersion and user-friendly interface. Among the important performances of near-eye display, a field of view is the most crucial factor for providing a seamless and immersive experience for augmented reality. In this dissertation, a transmissive eyepiece is devised instead of a conventional reflective eyepiece and it is discussed how to widen the field of view without loss of additional system performance. In order to realize the transmissive eyepiece, the eyepiece should operate lens to virtual information and glass to real-world scene. Polarization multiplexing technique is used to implement the multi-functional optical element, and anisotropic optical elements are used as material for multi-functional optical element. To demonstrate the proposed idea, an index-matched anisotropic crystal lens has been presented that reacts differently depending on polarization. With the combination of isotropic material and anisotropic crystal, the index-matched anisotropic crystal lens can be the transmissive eyepiece and achieve the large field of view. Despite the large field of view by the index-matched anisotropic crystal lens, many problems including form factor still remain to be solved. In order to overcome the limitations of conventional optics, a metasurface is adopted to the augmented reality application. With a stunning optical performance of the metasurface, a see-through metasurface lens is proposed and designed for implementing wide field of view near-eye display. The proposed novel eyepieces are expected to be an initiative study not only improving the specification of the existing near-eye display but opening the way for a next generation near-eye display.๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด๋Š” ๋†’์€ ๋ชฐ์ž…๊ฐ๊ณผ ์‚ฌ์šฉ์ž ์นœํ™”์ ์ธ ์ธํ„ฐํŽ˜์ด์Šค๋กœ ์ธํ•ด ์ฆ๊ฐ• ํ˜„์‹ค์„ ๊ตฌํ˜„ํ•˜๋Š” ๊ฐ€์žฅ ํšจ๊ณผ์ ์ธ ๊ธฐ์ˆ ๋กœ ์ตœ๊ทผ ํ™œ๋ฐœํ•œ ์—ฐ๊ตฌ๊ฐ€ ๊ณ„์†๋˜๊ณ  ์žˆ๋‹ค. ์ด๋Ÿฌํ•œ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด์˜ ์ค‘์š”ํ•œ ์„ฑ๋Šฅ ์ค‘ ์‹œ์•ผ๊ฐ์€ ๋งค๋„๋Ÿฝ๊ณ  ๋ชฐ์ž…๊ฐ ์žˆ๋Š” ๊ฒฝํ—˜์„ ์‚ฌ์šฉ์ž์—๊ฒŒ ์ „ํ•ด์คŒ์œผ๋กœ์จ ๊ฐ€์žฅ ์ค‘์š”ํ•œ ๊ด‘ํ•™์  ํ‰๊ฐ€์ง€ํ‘œ ์ค‘์— ํ•˜๋‚˜์ด๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ๊ธฐ์กด์˜ ๋ฐ˜์‚ฌํ˜• ์•„์ดํ”ผ์Šค (eyepiece) ๋ฅผ ๋Œ€์‹ ํ•˜๋Š” ํˆฌ๊ณผํ˜• ์•„์ดํ”ผ์Šค๋ฅผ ์ œ์•ˆํ•œ๋‹ค. ์ด๋Ÿฌํ•œ ํˆฌ๊ณผํ˜• ์•„์ดํ”ผ์Šค๋ฅผ ๊ตฌํ˜„ํ•˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ์™ธ๋ถ€ ์ •๋ณด์— ๋Œ€ํ•ด์„œ๋Š” ํˆฌ๋ช…ํ•œ ์œ ๋ฆฌ์™€ ๊ฐ™์ด ํˆฌ๊ณผ์‹œํ‚ค๋ฉฐ, ๋™์‹œ์— ๊ฐ€์ƒ ์ •๋ณด๋Š” ๋ Œ์ฆˆ๋กœ ์ž‘๋™ํ•˜์—ฌ ๋จผ ๊ฑฐ๋ฆฌ์— ๋„์šธ ์ˆ˜ ์žˆ๋Š” ๊ด‘ํ•™์†Œ์ž๋ฅผ ๊ฐœ๋ฐœํ•˜์—ฌ์•ผ ํ•œ๋‹ค. ์ด๋Ÿฌํ•œ ํˆฌ๊ณผํ˜• ์•„์ดํ”ผ์Šค๋ฅผ ๊ตฌํ˜„ํ•˜๊ธฐ ์œ„ํ•ด์„œ ํŽธ๊ด‘์— ๋”ฐ๋ผ ๋‹ค๋ฅด๊ฒŒ ๋ฐ˜์‘ํ•˜๋Š” ๊ตด์ ˆ๋ฅ  ์ •ํ•ฉ ์ด๋ฐฉ์„ฑ ๊ฒฐ์ • ๋ Œ์ฆˆ (index-matched anisotropic crystal lens) ๋ฅผ ์ œ์•ˆํ•˜์˜€๋‹ค. ์ด๋ฐฉ์„ฑ ๊ฒฐ์ • ๊ตฌ์กฐ (anisotropic crystal)๋กœ ์ด๋ฃจ์–ด์ง„ ๋ Œ์ฆˆ์™€ ์ด๋ฅผ ๋‘˜๋Ÿฌ์‹ผ ๋“ฑ๋ฐฉ์„ฑ ๋ฌผ์งˆ (isotropic crytal) ๋กœ ์ด๋ฃจ์–ด์ง„ ๊ตด์ ˆ๋ฅ  ์ •ํ•ฉ ์ด๋ฐฉ์„ฑ ๊ฒฐ์ • ๋ Œ์ฆˆ๋Š” ํŽธ๊ด‘์— ๋”ฐ๋ผ ๋‹ค๋ฅด๊ฒŒ ์ž‘๋™ํ•œ๋‹ค. ์ด๋Ÿฌํ•œ ํˆฌ๊ณผํ˜• ์•„์ดํ”ผ์Šค๋Š” ๊ธฐ์กด์˜ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด์— ๋น„ํ•ด ๋„“์€ ์‹œ์•ผ๊ฐ์„ ์ œ๊ณตํ•  ์ˆ˜ ์žˆ์ง€๋งŒ ์ด๋ฐฉ์„ฑ ๊ฒฐ์ • ๊ตฌ์กฐ์˜ ๋‚ฎ์€ ๊ตด์ ˆ๋ฅ  ์ฐจ์ด๋กœ ์ธํ•ด ์‹œ์Šคํ…œ์˜ ํฌ๊ธฐ๊ฐ€ ์ปค์ง€๋Š” ๋‹จ์ ์„ ๊ฐ€์ง€๊ณ  ์žˆ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ด๋Ÿฌํ•œ ๋‹จ์ ์„ ๊ฐœ์„ ํ•˜๊ธฐ ์œ„ํ•ด ๋ฉ”ํƒ€ ํ‘œ๋ฉด์„ ์ฆ๊ฐ• ํ˜„์‹ค ๋””์Šคํ”Œ๋ ˆ์ด ๋ถ„์•ผ์— ์ ์šฉํ•˜์˜€๋‹ค. ๋ฉ”ํƒ€ ํ‘œ๋ฉด์˜ ๊ธฐ์กด ๊ด‘ํ•™ ์†Œ์ž๋ฅผ ๋Šฅ๊ฐ€ํ•˜๋Š” ๋†€๋ผ์šด ๊ด‘ํ•™ ์„ฑ๋Šฅ์„ ์ด์šฉํ•˜์—ฌ ๋„“์€ ์‹œ์•ผ๊ฐ์„ ๊ฐ€์ง€๋Š” ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด๋ฅผ ๊ตฌํ˜„ํ•˜๊ธฐ ์œ„ํ•ด ํˆฌ๋ช… ๋ฉ”ํƒ€ ๋ Œ์ฆˆ๋ฅผ ์ œ์•ˆํ•˜์˜€๋‹ค. ํŽธ๊ด‘์— ๋”ฐ๋ผ ๋‹ค๋ฅด๊ฒŒ ๋ฐ˜์‘ํ•˜๋Š” ํˆฌ๋ช… ๋ฉ”ํƒ€๋ Œ์ฆˆ๋Š” ๋„“์€ ์‹œ์•ผ๊ฐ๊ณผ ๊ฒฝ๋Ÿ‰ํ™” ์‹œ์Šคํ…œ ๊ตฌํ˜„์ด ๊ฐ€๋Šฅํ•˜๋ฉฐ ์ด๋ฅผ ์ž…์ฆํ•˜๊ธฐ ์œ„ํ•ด ํˆฌ๋ช… ๋ฉ”ํƒ€๋ Œ์ฆˆ์˜ ์„ค๊ณ„ ๋ฐฉ๋ฒ• ๋ฟ ์•„๋‹ˆ๋ผ ์‹ค์ œ ๊ตฌํ˜„์„ ํ†ตํ•œ ๊ฐ€๋Šฅ์„ฑ์„ ์ž…์ฆํ•˜์˜€๋‹ค. ์ด๋Ÿฌํ•œ ์ƒˆ๋กœ์šด ์•„์ดํ”ผ์Šค์— ๋Œ€ํ•œ ๊ฐœ๋…์€ ๊ธฐ์กด์˜ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด์˜ ์‚ฌ์–‘ ๊ฐœ์„ ์— ์œ ์šฉํ•˜๊ฒŒ ์‚ฌ์šฉ๋  ๋ฟ ์•„๋‹ˆ๋ผ ์ฐจ์„ธ๋Œ€ ๊ทผ์•ˆ ๋””์Šคํ”Œ๋ ˆ์ด๋ฅผ ์œ„ํ•œ ์„ ๋„์ ์ธ ์—ญํ• ์„ ํ•  ๊ฒƒ์œผ๋กœ ๊ธฐ๋Œ€๋œ๋‹ค.Abstract Contents List of Tables List of Figures Near-eye displays with wide field of view using anisotropic optical elements Chapter 1 Introduction 1.1 Near-eye displays for augmented reality 1.2 Optical performances of near-eye display 1.3 State-of-the-arts of near-eye display 1.4 Motivation and contribution of this dissertation Chapter 2 Transmissive eyepiece for wide field of view near-eye display 2.1 Transmissive eyepiece for near-eye display Chapter 3 Near-eye display using index-matched anisotropic crystal lens 3.1 Introduction 3.2 Index-matched anisotropic crystal lens 3.2.1 Principle of the index-matched anisotropic crystal lens 3.2.2 Aberration analysis of index-matched anisotropic crystal lens 3.2.3 Implementation 3.3 Near-eye displays using index-matched anisotropic crystal lens 3.3.1 Near-eye display using index-matched anisotropic crystal lens 3.3.2 Flat panel type near-eye display using IMACL 3.3.3 Polarization property of transparent screen 3.4 Conclusion Chapter 4 Near-eye display using metasurface lens 4.1 Introduction 4.2 See-through metasurface lens 4.2.1 Metasurface lens 4.3 Full-color near-eye display using metasurface lens 4.3.1 Full-color near-eye display using metasurface lens 4.3.2 Holographic near-eye display using metasurface lens for aberration compensation 4.4 Conclusion Chapter 5 Conclusion Bibliography AppendixDocto

    Optimization of Computer generated holography rendering and optical design for a compact and large eyebox Augmented Reality glass

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    Thesis (Master of Science in Informatics)--University of Tsukuba, no. 41288, 2019.3.2
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