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Zuckerberg's latest VR prototype is coming. It is necessary to confuse virtual reality with reality

2022-06-25 03:42:00 QbitAl

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It can make the brain mistakenly think that the current virtual scene is real VR glasses , What does it look like ?

In his latest interview, Zuckerberg , Give a prototype , To confuse virtual reality with reality :

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And the technical prototype hardware behind this prototype , And all of them .

Solve the problem of zoom Half Dom series :

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Prototype head display with retinal pixel level :Butterscotch:

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also Starburst, verification HDU To experience different prototypes :

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allegedly , Integrate the above 3 Big magic instrument , Can pass the final test of virtual reality :

Visual Turing test , Make your eyes believe that the virtual reality you see is “ Actual ”.

Like what? VR glasses , It can confuse virtual reality with reality ?

Zuckerberg can fool the brain VR glasses , Long like this :

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It looks like the others VR Glasses are no different , But there is a universe inside , This prototype , Solved the obstacles VR Infinitely close to the real scene 4 Doorsill :

First , Is in VR In a virtual situation Human eye zoom problem .

Generally speaking , The human eye depends on the distance of the subject matter , To adjust the eyeball , If the observer is close , The eye can naturally focus on this , When this object is far away from you , The focus will naturally separate , In the process , The eyes need to be readjusted , Form the right focus .

This kind of process , It is what we call visual accommodation .

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But the automatic adjustment of the human eye , In case of VR Virtual scene , It will probably collapse .

Because of the principle of virtual reality , Simply put, show a slightly deviated image in your left and right eyes , To make 3D effect . The bigger the deviation , The object you see is near , But in fact, the focus of the eye is at a far distance .

such “ cheating ” The contradiction caused by the eyes , For a long time Visual convergence and maladjustment of adaptation .

Let's put it on VR I feel dizzy and tired after glasses , It is the ghost of visual convergence and maladjustment of adaptive regulation .

The second is distortion problem .

So called distortion , Simple understanding is image distortion , For example, how the normal image is horizontal and vertical square :

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After distortion , There are two relative forms .

Barrel distortion , like this :

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Occipital distortion , like this :

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And the cause of distortion , Follow VR The principle of spectacle display system . Generally speaking ,VR The display system of glasses , Probably “ display - Curved lens - The human eye ” The combination of , The image in the display passes through the lens , Become what the eyes see .

But when the image passes through the lens, it is refracted by the light , Pillow distortion will occur , If we want to solve this problem , It is necessary to put the barrel shaped distorted picture of the normal picture on the display screen , That is, the so-called anti distortion process .

The difficulty here is , How to adjust the degree of anti distortion ?

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Again , yes Retinal resolution The problem of .

Want virtual reality to fool the brain , The first thing to do , Is to make the picture seen by the eyes real and clear .

say concretely , It is presented to the eyes Picture pixels , The pixels of eye imaging are close to or even consistent . The problem lies in , This retinal resolution , What standards need to be met to confuse the false with the true ?

According to the current mainstream in the industry ,60 PPD( Number of pixels per degree of field angle ) Is a basic standard , But this is a threshold in a strict scenario , In case of dynamic picture ,30 PPD Left and right pictures , You can make the pixel particles invisible , That is, to confuse the false with the true .

The last is HDR( High dynamic range ), That is, the brightness range that the human eye can experience in reality , It is very important for virtual reality to simulate real scenes .

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4 The gate sill is here , The solution , In short , By means of technology , Targeted deception .

Zuckerberg and the people behind him Meta The team , What was used “ Deception ”?

What is the technical support behind it ?

4 Big core technology , For the above mentioned 4 Doorsill , Just for one thing : The setup .

For the zoom problem , The Zuckerberg team took out what had been developed before Half Dom( Semicircle top ) Prototype , This semi dome technology prototype , At present, the... Has been launched 3 generation .

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Technically speaking ,Half Dome Using polarization dependent lens , Using its focal length according to the change of polarization , Change the voltage applied to the switchable board , You can achieve flexible switching between different focal lengths .

At the same time, a series of polarization dependent lenses and switchable half wave plates are stacked together , Achieve smooth zoom in the real world .

Simulation performance , That's true :

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In solving the problem of distortion ,Meta The team developed a “ Distortion simulator ”, Use 3DTV simulation VR Head display , At the same time, simulate the lens in the software , So that the distortion correction algorithm can be quickly iterated , Verify proper anti distortion image .

To solve the problem of visual resolution , Zuckerberg showed off a prototype of the latest head mounted display Butterscotch, Resolution data , Can achieve 60 PPD, allow 20/20 Retinal resolution of vision .

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The data reached VR Industry standard for device retinal pixels .

It is reported that , This head display prototype uses a very high pixel display , At the same time, the field of view is improved and reduced , Finally, the pixels can be concentrated in a small area .

This reduced field of view , In the end, only now Meta Mass production products Quest 2 About half of , That is to say 45 Degrees up and down .

Of course , The effect is also obvious ,Butterscotch And Rift 1、Quest 2 Graphic display of , That's true :

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Who is more clear is obvious .

Last , Namely Starburst,Meta Team validation HDU Yes VR Experience the impact of the development of prototypes , The brightness of this prototype , Can achieve 20000nit( The brightness that can be emitted per unit area ).

Of course , The purpose of this prototype is not to improve the brightness , But in such a high brightness range , Simulate various light sources in the real world , Like an explosion 、 The fireworks 、 Glass reflection, etc .

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Last question , You probably found , So many prototypes and devices have been developed to solve the problem , Finally, how to integrate into a small wearable prototype Holocake 2 in ?

For now , influence VR Factors of head display size , There are mainly 2 individual : Optical path length and lens width .

Reduce the light path length , Namely Fold the light path .

In particular ,Holocake 2 Applied Folding optics , Reflect light back and forth by polarization , So as to realize path light folding , Shorten the distance between the lens and the display .

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Lens width , hand Holographic lens .

The so-called holographic lens , It's a holographic film , It can achieve the same effect as the lens in function , The biggest feature , Just enough “ thin ”.

On this basis , It can greatly reduce the distance between the eyes and the monitor , So as to achieve the purpose of miniaturization .

But here's another explanation , This prototype , Distance from commercialization , There's still some distance to go .

How far is the distance ?

Zuckerberg didn't say , But at least not this year .

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According to the official story , at present Holocake 2 Demonstrated Prototype Technology , Are not mature yet , This year, Meta Listed high-end head show Cambria, Folding optics may be used .

But you want to fully integrate many technologies , There is still a long way to go .

Video link :

https://www.youtube.com/watch?v=IMpWH6vDZ8E&t=5s

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