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Looking Glass – A new type of holographic interface

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Re: Looking Glass – A new type of holographic interface

#41

Earlier quoted context omitted.

If you don't display the full raster, you're aliasing the signal and will see a lot of view-dependent artifacts (twinkling). Source: I work in light fields.

Which is why I said you need to distribute the rays around randomly in a gaussian distribution. Don't just arrange them in perfect rows and columns - that's the worst array option that guarantees aliasing. You can shift each pixel (or subpixel) lens around slightly in a permanent pattern. Anti-aliasing techniques are common elsewhere in 3-D graphics, and can be used just as well in light-fields.

That assumes your pixel distribution has much higher potential addressable resolution than the signal you care about... in which case, why not just display the full raster?

Rendering for 2D and display are two different beasts -- but I'll own the fact that I'm not formally trained in this and there may be subtleties -- or even obvious signal processing facts -- that I'm getting wrong. (But if I'm wrong, I'd love to know how, for my own edification.)

Re: Looking Glass – A new type of holographic interface

#42
post #29
post #19

These lenticular autostereoscopic displays have been around for a long time and never quite took off. There have been even 3D TVs (Philips) using this idea. I am not quite sure what is "new" apart of yet again abusing the "holographic" term (hint, it has zero to do with holograms or holography). The major issues with these are the limited viewing angles and the enormous bandwidth needed to both render the individual…

Figured it was something similar, especially given their very careful filming angles.

The videos are pretty accurate to the experience, having seen them in person a couple times. I don't think there's any cinematic trickery going on.

Re: Looking Glass – A new type of holographic interface

#43
post #6

"The Looking Glass generates 45 distinct views of a three-dimensional scene" Now that GPUs can reliably generate 60 FPS, this is the next step to push that technology. Because you'll need 45x60FPS for the same quality. And then you'll push the 45 number higher. (yes, I know the 60 isn't visible and has to do with control input).

If you can drive the underlying display, you can drive the Looking Glass. The pixels you're lighting up just get distributed across views.

Re: Looking Glass – A new type of holographic interface

#44

Earlier quoted context omitted.

Which is why I said you need to distribute the rays around randomly in a gaussian distribution. Don't just arrange them in perfect rows and columns - that's the worst array option that guarantees aliasing. You can shift each pixel (or subpixel) lens around slightly in a permanent pattern. Anti-aliasing techniques are common elsewhere in 3-D graphics, and can be used just as well in light-fields.

That assumes your pixel distribution has much higher potential addressable resolution than the signal you care about... in which case, why not just display the full raster? Rendering for 2D and display are two different beasts -- but I'll own the fact that I'm not formally trained in this and there may be subtleties -- or even obvious signal processing facts -- that I'm getting wrong. (But if I'm wrong, I'd love to k…

> That assumes your pixel distribution has much higher potential addressable resolution than the signal you care about.

It doesn't need that at all. Light fields can be interpolated like anything else, just like bayer filter for color on camera sensors or 4:2:2 color compression on the signal side. But if you're doing 3-D rendering, you can match rays exactly to your distribution on the display if the renderer knows the distribution of rays on the display.

Interpolation is always going to reduce quality, but it's better than aliasing, so there's going to be a trade-off analysis that needs to be done. I don't know what the results of that would be, so this is all theoretical.

Re: Looking Glass – A new type of holographic interface

#45

Unfortunate name collision with Wendle's (level1techs) and crew's Looking Glass for sharing a frame buffer with a vm

It was also the name of a 3D desktop environment from Sun showed off in 2003. https://en.wikipedia.org/wiki/Project_Looking_Glass

Re: Looking Glass – A new type of holographic interface

#47
post #21
post #19

These lenticular autostereoscopic displays have been around for a long time and never quite took off. There have been even 3D TVs (Philips) using this idea. I am not quite sure what is "new" apart of yet again abusing the "holographic" term (hint, it has zero to do with holograms or holography). The major issues with these are the limited viewing angles and the enormous bandwidth needed to both render the individual…

This isn't quite the same as what you're talking about. The lenticular displays only vary in the x-dimension, but this display seems to work in both dimensions, which would probably create a noticeably better 3D effect.

Does it? The demo videos only move the camera side-to-side. I can't find anything detailing whether the image is holographic in the Y dimension.

Re: Looking Glass – A new type of holographic interface

#48

I played with the large size version of Looking Glass at AR in Action conf this January at MIT. It's really cool, and the coolest part is the interaction is intuitive. You really can just touch a point on the hologram and have it react at that point. As others have mentioned, it requires pushing quite a number of simultaneous views of the hologram through a hidpi display, the experienced resolution is not very high a…

Do you remember if the image varies in the vertical plane as well as the horizontal? The demo videos only move the camera horizontally.

Re: Looking Glass – A new type of holographic interface

#49
post #19

These lenticular autostereoscopic displays have been around for a long time and never quite took off. There have been even 3D TVs (Philips) using this idea. I am not quite sure what is "new" apart of yet again abusing the "holographic" term (hint, it has zero to do with holograms or holography). The major issues with these are the limited viewing angles and the enormous bandwidth needed to both render the individual…

I just want to point out what a shitty website they have. Expected to see display in action on home page instead got a wall of text followed by press releases. Click on monitors and more, whatever more means, and get a how to install wall of text and 3D renders. Where the fuck can you find the actual models for sale?! Christ.
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