We’ve covered the Half Dome prototypes in greater detail here if you want to know more. Later the team moved to a solid-state electronic system which resulted in varifocal optics that were significantly more compact, reliable, and silent. In that series the company first explored a varifocal design which used a mechanically moving display to change the distance between the display and the lens, thus changing the focal depth of the image. To address varifocal, the team developed a series of prototypes which it called ‘Half Dome’. The Display Systems Research team at Reality Labs has built prototypes that function as proof-of-concepts for potential solutions to these challenges. HDR: also known as high dynamic range, which describes the range of darkness and brightness that we experience in the real world (which almost no display today can properly emulate).Retina resolution: having enough resolution in the display to meet or exceed the resolving power of the human eye, such that there’s no evidence of underlying pixels. Distortion: lenses inherently distort the light that passes through them, often creating artifacts like color separation and pupil swim that make the existence of the lens obvious.Varifocal: the ability to focus on arbitrary depths of the virtual scene, with both essential focus functions of the eyes (vergence and accommodation).Zuckerberg and Abrash outlined what they see as four key visual challenges that VR headsets need to solve before the visual Turing Test can be passed: varifocal, distortion, retina resolution, and HDR. The concept is borrowed from a similar concept which denotes the point at which a human can tell the difference between another human and an artificial intelligence.įor a headset to completely convince your visual system that what’s inside the headset is actually real, Meta says you need a headset that can pass that “visual Turing Test.” Four Challenges Inside of Meta’s Reality Labs Research division, the company uses the term ‘visual Turing Test’ to represent the bar that needs to be met to convince your visual system that what’s inside the headset is actually real. VR headsets today are impressively immersive, but there’s still no question that what you’re looking at is, well… virtual. To start, Meta CEO Mark Zuckerberg spoke alongside Reality Labs Chief Scientist Michael Abrash to explain that the company’s ultimate goal is to build VR hardware that meets all the visual requirements to be accepted as “real” by your visual system. Apparently in an effort to shine a bit of light onto what that money is actually accomplishing, the company invited a group of press to sit down for a look at its latest accomplishments in VR hardware R&D. Meta has made it no secret that it’s dumping tens of billions of dollars in its XR efforts, much of which is going to long-term R&D through its Reality Labs Research division. Today the company revealed its latest VR headset prototypes which it says represent steps toward that goal. Meta says its ultimate goal with its VR hardware is to make a comfortable, compact headset with visual finality that’s ‘indistinguishable from reality’.
0 Comments
Leave a Reply. |