Jon Peddie, JPR, President: Augmented reality when fully realized as a consumer device, taking its place alongside our smartphone and watch as essential must have at all times item, will empower us to levels barely imaginable now. We will live and move through the world with less fear of the unknown, information will be available to us for types of situations, and our activities will be recorded thereby eliminating disputes about who said or did what. Fear of strangers, strange places, the police, languages, or getting lost will be a thing of the past. Augmented reality will be the great democratizer, and take its place as one of the uplifting and enabling technologies of the world alongside electricity, semiconductors, and the internet.
Immersive Experience: The Challenges for Display Technologies
Ron Azuma, Intel Labs, Principal Engineer: Virtual Reality and Augmented Reality are immersive experiences that have the potential to become the new platforms that replace traditional phones, tablets, laptops and desktops, along with their displays. This keynote describes the characteristics and needs of Virtual and Augmented Reality systems, particularly from display technologies. It provides a broad overview of the issues and challenges, setting the stage for subsequent, more focused presentations in this event.
10:50AM – 12:10PM Session II: Virtual Building Blocks – Graphics and Displays
Neil Trevett, Vice President Developer Ecosystem, Nvidia & President, Khronos Group: Discover how the latest advances in open, cross-platform API standards for silicon acceleration are creating the foundation for deploying VR and AR devices and use cases. Standards covered include OpenVX low power vision processing, Vulkan next–generation GPU acceleration, OpenCL parallel computation and OpenXR VR/ AR device control - that together will accelerate the availability of AR and VR on a platform near you.
Amal Ghosh, Senior Vice President eMagin: High brightness and high resolution micro-displays are some of the key requirements for Virtual Reality (VR) and Augmented Reality (AR) applications. OLED micro-displays are ideally suited for this purpose. This presentation will highlight these requirements and discuss eMagin Corporation’s strategies and accomplishments towards this goal.
Won-jun Choe, Vice President, Samsung Display: New applications of VR have increased rapidly since hardware and software have grown significantly over the past few years. Therefore, the VR market has been expending accordingly. In order to grow the VR market even faster, it is necessary to provide more realistic virtual experience and to minimize VIMS (Visually Induced Motion Sickness). In this talk, we will cover trends in the VR market and focus on display influence on VR along with OLED’s strong point for VR.
Afternoon Keynote,John Fan, CEO, Kopin: As the platform technology transitions from PC and smartphones to AR, VR and wearables, the era of microdisplays is here. We will review the various microdisplay technologies and their pros and cons for different applications. Another key feature is clear the display/optics ensemble would be the key enabler for these new platforms since users really experience only the magnified image via the optics. The displays and optics must be designed together to work best for a given application. A few case studies would be described.
Session III: Representing Reality – Creating the Immersive Experience
Mats W Johansson, Co-Founder & CEO, Eon Reality: Our greatest opportunities are now being driven by technology disruption that change the way we interact with and view our world. One disruptive technology that we’re developing is the ability to create an illuminated Augmented and Virtual Reality world bursting with knowledge. This knowledge is injected into every object and every environment enriching our daily lives. In this world, knowledge is instantly accessible, contextual, structured and relevant for our personal needs and where knowledge transfer is simultaneously visual, auditory, and kinesthetic. It enables people to learn faster, remember longer, and decide better. EON Reality believes Knowledge is a Human Right.
Immersive visuals and audio create the compelling feeling of presence for VR, which leads to a new kind of interaction that can be both spatial and proximal (i.e. near the user). Virtual objects appear to occupy a definite 3D location in space which can sometimes be within arm's reach. This creates the powerful opportunity for direct, personal interaction with media once the interface technology and design challenges are overcome.
Tae-sung Kim, Vice President, Samsung Electronics: There are many intrinsic aspects of displays required for VR applications such as response time and SDE (Screen Door Effect). But they’re not easy to improve and solutions are costly, and more importantly most of them are tightly bonded with trade-off relationships each other. In this talk, a handful of display characteristics that are unique to VR applications will be explored and potential solutions will be proposed in an effect to make VR devices be more affordable and human perception friendly.
3:30 – 5:10PM Volumetric Virtual Reality – Holography and the Light Field
Dinesh Padiyar, Research Scientist/Holographer, Triple Take Holographics: Modern technology is reliant on optical functions like AR/VR, HUDs, Near-to-Eye displays etc. Such complex optical functions cannot easily be designed using conventional optical components and so, the use of holographic principles to design and manufacture such capabilities is one solution. We lay out the advantages of holography in the creation of complex optical functions by the recording of Holographic Optical Elements (HOEs). In addition, we cover the combination of digital technology with holography.
Seth Coe-Sullivan, Vice President, Technology, Luminit: Holography has existed for decades, but has been in the category of ‘hard-tech’ that hasn’t yet found its mainstream application. Automotive head-up displays (HUD) and augmented reality (AR) may be the killer application that this technology has been waiting for. In this talk, we will review several designs of AR and HUD that utilize holographic technologies, and in turn show a pathway to economical mass production of holograms that is aligned to these industry’s needs.
Bernard Kress, Optical Architect, Microsoft: Immersive visuals and audio create the compelling feeling of presence for VR, which leads to a new kind of interaction that can be both spatial and proximal (i.e. near the user). Virtual objects appear to occupy a definite 3D location in space which can sometimes be within arm’s reach. This creates the powerful opportunity for direct, personal interaction with media once the interface technology and design challenges are overcome. However, such technology developments provide only one side of the solution: the other side lies in a better understanding of the specifics and limitations of the human visual system and more generally the human visual perception
Edward Tang, Co-Founder and CTO, Avegant: The adoption of augmented and mixed reality is being held back for a simple reason: no solution exists to see virtual objects within arm’s length. Light Field displays change this by revolutionizing the optical architectures for augmented and mixed reality solutions. In this talk, Ed Tang will discuss the merits and drawbacks of light field technologies including sections on multi-focal imagery and near-field image generation. A look at the current state of the art will follow, concluded by details on the light field solution employed by Avegant and its potential for the future.
Thomas Burnett, CTO, FoVI 3D: Light-field displays produce 3D aerial imagery without requiring special headgear and/or head/eye tracking. This talk will review an application agnostic light-field display architecture and describe the cognitive benefits of 3D light-field visualization. Important light-field display properties and their effect on the 3D aerial image will be discussed.