From: dstamp@watserv1.waterloo.edu (Dave Stampe-Psy+Eng)
Subject: Re: Integrated laser arrays for Eyephones
Date: Mon, 4 Nov 1991 20:59:50 GMT
Message-ID: <1991Nov4.205950.9427@watserv1.waterloo.edu>
Organization: University of Waterloo



brucec@phoebus.labs.tek.com (Bruce Cohen) writes:

>> The shift-register that you described is indeed a neat trick, but remember, 
>> for decent resolution eyephones we've got a LOT more pixels than any 
>> display yet made. And besides, you still have to have the frame buffer
>> somewhere so 
>
>I don't agree with your statement about the required number of pixels.
>First, the requirement for high-fidelity images is not more than about
>2000-2500 lines in the horizontal; this was achieved in very high-cost
>CRT displays years ago, and building framebuffers of this size is just a
>question of whether you can afford it (if you have to ask, you can't).
>
>Also eyephones have a major advantage over fixed screen displays: they
>move with the eye, so they can be designed with more resolution at the
 ^^^^^^^^^^^^^^^^^
>center than the edges to match the variance in resolution in the eye.
>Of course, you can't be as parsimonious with resolution as you could if
>you quarantee that the fovea of the eye was always aimed at the center
>of the display, but there are still some gains to be made there.

I'm not aware of any current research into eye-tracking displays: who's 
doing this?  Head mounted displays, to my mind DO NOT qualify as a good
way to reduce pixel counts, even with high-resolution areas (see below).

Here is some numbers on the advantages of eye-tracking displays over
the standard head-mounted eyephones:

For full visual acuity in a display, we need very fine pixelation: 120
pixels per degree of visual angle.  However, we can assume less acuity:
I have about 20/10 vision with correction, and I rarely miss full acuity.
This requires 60 pixels per degree, or 3600 pixels per square degree:
abuot 32 million pixels for a 110x80 degree display PER EYE.  This is an
order of magnitude greater than the best current military aircraft
simulators.

Some reduction in pixel count can be achived with head-mounted displays
with a smaller high-resolution area.  However, during normal vision the
eye turns about +/- 30 degrees, so we'd need at least a 60x60 degree hires
area, which is not a substantial reduction in display pixel count.

Looking at the acuity of the human eye, we find that the equivalent pixel
density varies as the logarithm of the eccentricity of visual angle from
the optical center of the eye, from 120 pixels per degree at the center
(fovea) to less than 1 pixel per degree at 40 degrees and greater.
If this is integrated, we get a total pixel count of 50000-70000 pixels!!!

Therefore, if we can make a display with graded resolution matching
the acuity of the human eye, and changing position with eye movements'
we should be able to DRASTICALLY reduce the number of pixels to be
displayed, and speed up rendering proportionately.

Because our display pixels do not match the layout of retinal receptors,
we should add about 30% to the number of pixels in the display.  Also,
we need to expand the high-resolution areas radially to allow for slippage
between eye position and display position.  This translates into 100k-150K
pixels per eye: about half of the data required for a standard color TV
picture.

I have constructed and done research into a number of eye-movement
tracking systems, and errors in tracking of less than 1 degree are
routinely achieved with a properly designed system.  This leaves the
problem of slewing display position to match eye movements: peak eye
velocities exceed 500 degrees/sec, and final position error should be
less than 1 degree.  This is not a easy mechanical or optical problem
to solve, but I'm looking at it.

One problem that needs to be solved is rendering: pixels are no longer
rectilinear, so new rendering algorithms are needed (especially anti-
aliasing).  This is compensated for by the reduced pixel counts, and
the lower acuity at the periphery of the displays could be used to
lower the number of polygons to be drawn.  Alternitively, several
rectangular areas could be drawn with different acuities and overlaid,
but this is not as efficient as a smmothly-varying acuity system.

The only experiments with systems of this type that I am aware of were
done by McDonnell Aircraft in 1970-1974.  They developed a nonlinear lens
that was used on a camera and also used in a projector to present
pictures on the inside of a dome-shaped screen.  The lenses caused most
of a video picture to be devoted to the center 3 degrees of an image,
with the rest of the image squeezed into the outer part.  The projector
lens reversed the distortion.  Both the camera and projector were slaved
to user's head and eye motions.

Their lens has to be one of the weirdest pieces of equipment I have seen.
It weighed 20 pounds and was 8" in diameter.  This was partially because
was designed to military spec: wide temperature range, achromatic, etc.
I'm sure we could do better today using holographic lenses, fresnels etc.

There is some evidence from their reports that positioning is more
important than speed: a 100 mS delay between eye motions and display
settling was not seen by most subjects.  However, I have strong
reservations about the technique used in that experiment, so this may
not be a reliable figure.  Having worn bad contact lenses, though, I
can say that small delays and distortions after eye movement are not
very important.  Besides, there are a number of potential ways to make
small delays invisible to the user.  (Saccadic suppression, masking, etc.)

In summary, the advantages of eye-tracking displays are real-world
virtual resolutions, and reduced rendering requirements.  The disavantages
are nonrectilinear pixelation, added complexity in the eyetracker, and
the mechanical probles of slewing the display and/or high resolution
center of the display.

Hope this is food for thought and discussion.

--------------------------------------------------------------------------
| My life is Hardware,                    |                              | 
| my destiny is Software,                 |         Dave Stampe          |
| my CPU is Wetware...                    |                              | 
| Anybody got a SDB I can borrow?         | dstamp@watserv1.uwaterloo.ca |
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