3,439 research outputs found

    Macroscopic invisibility cloaking of visible light

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    Invisibility cloaks, which used to be confined to the realm of fiction, have now been turned into a scientific reality thanks to the enabling theoretical tools of transformation optics and conformal mapping. Inspired by those theoretical works, the experimental realization of electromagnetic invisibility cloaks has been reported at various electromagnetic frequencies. All the invisibility cloaks demonstrated thus far, however, have relied on nano- or micro-fabricated artificial composite materials with spatially varying electromagnetic properties, which limit the size of the cloaked region to a few wavelengths. Here, we report the first realization of a macroscopic volumetric invisibility cloak constructed from natural birefringent crystals. The cloak operates at visible frequencies and is capable of hiding, for a specific light polarization, three-dimensional objects of the scale of centimetres and millimetres. Our work opens avenues for future applications with macroscopic cloaking devices

    Waveguide-Type Head-Mounted Display System for AR Application

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    Currently, a lot of institutes and industries are working on the development of the virtual reality and augmented reality techniques, and these techniques have been recognized as the determination for the direction of the three-dimensional display development in the near future. In this chapter, we mainly discussed the design and application of several wearable head-mounted display (HMD) systems with the waveguide structure using the in- and out-couplers which are fabricated by the diffractive optical elements or holographic volume gratings. Although the structure is simple, the waveguide-type HMDs are very efficient, especially in the practical applications, especially in the augmented reality applications, which make the device light-weighted. In addition, we reviewed the existing major head-mounted display and augmented reality systems

    SUPER MULTI-VIEW NEAR-EYE DISPLAY WITH LED ARRAY AND WAVEGUIDE ILLUMINATION MODULE

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    A near-eye display includes an array of light sources, a reflective spatial light modulator (SLM) synchronized with the array of light sources and configured to modulate and reflect incident light beams to generate images, display optics configured to project the images generated by the reflective SLM to a user’s eye, and a waveguide between the display optics and the reflective SLM, where the waveguide is configured to guide light beams emitted by the array of light sources and direct the light beams towards the reflective SLM to illuminate the reflective SL

    INKJET PRINTING MATERIALS

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    An inkjet printing material comprises a mixture that includes a solvent and a crosslinkable organic material dispersed in the solvent, and an additive configured to modify a surface tension of the mixture. The additive includes a low surface tension surfactant, such as a siloxane based polymer or oligomer (e.g., polyether siloxanes or polyester siloxanes, such as polyether modified polydimethylsiloxane or polyether modified dimethylpolysiloxane), a fluorinated based polymer, oligomer, or small molecule surfactant, fluorinate siloxane, or a combination thereof. In some embodiments, a weight percentage of the additive is between about 0.1% and about 5% (e.g., between about 0.3% and about 1%) of the solid materials in the inkjet printing material

    비등방성 광학 소자를 이용한 광 시야각 근안 디스플레이

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    학위논문 (박사)-- 서울대학교 대학원 : 공과대학 전기·컴퓨터공학부, 2019. 2. 이병호.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.근안 디스플레이는 높은 몰입감과 사용자 친화적인 인터페이스로 인해 증강 현실을 구현하는 가장 효과적인 기술로 최근 활발한 연구가 계속되고 있다. 이러한 근안 디스플레이의 중요한 성능 중 시야각은 매끄럽고 몰입감 있는 경험을 사용자에게 전해줌으로써 가장 중요한 광학적 평가지표 중에 하나이다. 본 논문에서는 기존의 반사형 아이피스 (eyepiece) 를 대신하는 투과형 아이피스를 제안한다. 이러한 투과형 아이피스를 구현하기 위해서는 외부 정보에 대해서는 투명한 유리와 같이 투과시키며, 동시에 가상 정보는 렌즈로 작동하여 먼 거리에 띄울 수 있는 광학소자를 개발하여야 한다. 이러한 투과형 아이피스를 구현하기 위해서 편광에 따라 다르게 반응하는 굴절률 정합 이방성 결정 렌즈 (index-matched anisotropic crystal lens) 를 제안하였다. 이방성 결정 구조 (anisotropic crystal)로 이루어진 렌즈와 이를 둘러싼 등방성 물질 (isotropic crytal) 로 이루어진 굴절률 정합 이방성 결정 렌즈는 편광에 따라 다르게 작동한다. 이러한 투과형 아이피스는 기존의 근안 디스플레이에 비해 넓은 시야각을 제공할 수 있지만 이방성 결정 구조의 낮은 굴절률 차이로 인해 시스템의 크기가 커지는 단점을 가지고 있다. 본 논문에서는 이러한 단점을 개선하기 위해 메타 표면을 증강 현실 디스플레이 분야에 적용하였다. 메타 표면의 기존 광학 소자를 능가하는 놀라운 광학 성능을 이용하여 넓은 시야각을 가지는 근안 디스플레이를 구현하기 위해 투명 메타 렌즈를 제안하였다. 편광에 따라 다르게 반응하는 투명 메타렌즈는 넓은 시야각과 경량화 시스템 구현이 가능하며 이를 입증하기 위해 투명 메타렌즈의 설계 방법 뿐 아니라 실제 구현을 통한 가능성을 입증하였다. 이러한 새로운 아이피스에 대한 개념은 기존의 근안 디스플레이의 사양 개선에 유용하게 사용될 뿐 아니라 차세대 근안 디스플레이를 위한 선도적인 역할을 할 것으로 기대된다.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

    Shape Perception of Clear Water in Photo-Realistic Images

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    Light plays a vital role in the perception of transparency, depth and shape of liquids. The perception of the surfaces of liquids is made possible with an understanding of refraction of light and knowledge of the underlying texture geometry. Given this, what specific characteristics of the natural optical environment are essential to the perception of transparent liquids, specifically with respect to efficiency and realism? In this thesis, a light path triangulation method for the recovery of transparent surface shape and a system to estimate the perceived shape of any arbitrary-shaped object with a refractive surface are proposed. A psycho-physical experiment was conducted to investigate this using the perceived shape of water from stereo images using a real time stereoscopic 3-D depth gauge. The results suggest that people are able to consistently perceive shape of liquids from photo-realistic images and that regularity in underlying texture facilitates human judgement of surface shape

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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