Later today NVIDIA will kick off its 3-day GTC 2016 event in San Jose. There's a good chance the company will reveal juicy details about its upcoming Pascal GPUs but part of the conference will focus on augmented and virtual reality technology.
Road to VR writes David Luebke, NVIDIA’s Vice President of Graphics Research, will be discussing problems and solutions surrounding complex optical, display and form factor challenges faced by VR and AR headsets today. The presentation will also focus on computational display prototypes:
S6738 – Computational Displays for Virtual and Augmented Reality
We’ll describe work by NVIDIA Research and our partners on challenges common to all wearable VR and AR displays1) FOCUS: how to put a display as close to the eye as a pair of eyeglasses, where we cannot bring it into focus? (2) FIELD OF VIEW: how to fill the user’s entire vision with displayed content? (3) RESOLUTION: how to fill that wide field of view with enough pixels? A “brute force” display would require 10,000×8,000 pixels per eye! (4) BULK: displays should be vanishingly unobtrusive, as light and forgettable as a pair of sunglasses, but the laws of optics dictate that most VR displays today are bulky boxes bigger than ski goggles. I will discuss several “computational display” prototypes which sidestep these challenges by co-designing the optics, display, and rendering algorithm.