This presentation represents EyeWay Vision approach and guidelines for developing truly usable augmented reality glasses and demonstrates the vision of what it should be
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Challenge I
Vision Overview
For AR to succeed commercially it must be usable (lightweight,
portable, etc.)
Challenge II
AR must provide a realistic image that matches the way we see the
real world
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EyeWay Approach
A Combined Approach
Eye-Tracking
Accurate, high-speed eye-tracking using IR lasers that directs the projection according to the users’ gaze.
Foveated Projection
An image is projected at the eye’s natural resolution only where it is needed at the center of the field of view.
Direct Retinal Projection
Low-power lasers project a single pixel at a time directly onto the users' retina without the use of screens or other
intermediary images, at any level of brightness and contrast.
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Eye Tracking
EyeWay's system utilizes infrared
light scattered from the retina
(which back illuminates the pupil),
and the reflection from the cornea.
This method allows EyeWay to
track gaze direction by following
the optical axis of the eye.
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HDR
High Dynamic Range
Reality has a much wider range of brightness
than current screens can display:
Brightness range of flower below: 188 nits to
14,700 nits
Current TV and Blu-ray standards: 0.117 nits
to 1000 nits
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Wide Color Gamut
The CIE Chromaticity Diagram visualizes how much of the human visual range is covered by a particular
color gamut
Pointer’s Gamut describes the range of colors we encounter in nature
HDTV color gamut – Rec 709, aka SDR
UHDTV color gamut – Rec 2020, aka HDR: this is the emerging standard set to replace HDTV. However,
no existing system currently supports this color gamut.
EyeWay technology fully supports HDR, and is even capable of extending it.
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Wide Color Gamut
2D color gamut diagrams represent the colors displayable
by a device at a single brightness level
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Laser projection decouples
brightness and contrast.
This allows our system to present
more perceptible details in
shadows and highlights, thus
better matching the human visual
system.
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UHR
Ultra High Resolution
In order to achieve ultra high resolution, screen-based AR HMDs need to increase pixel
density per screen per eye over the whole display area, which increases the overall
computing power necessary to run the device and requires complex engineering
solutions to embed all these pixels into a small-sized display.
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Foveation
The EyeWay system takes
advantage of the eye's natural
peripheral and foveal vision and
addresses these areas separately.
When projected into the fovea
at 1 pixel per arcmin (or 60
pixels/degree), the eye will
perceive a pixel-less, "natural
resolution" image. Using this
method of projecting 2 SVGA
images per eye, the EyeWay
system achieves the equivalence
of 8K projectors per eye, and is
thus 50 times more efficient.
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Vergence Accommodation
Conflict
When viewing objects naturally in
the real world, vergence and focal
distances are nearly always
identical.
When viewing in stereoscopic
display, binocular disparity
stimulates changes in vergence
while the focal distance remains
fixed at the display distance,
resulting in discomfort as the
viewer attempts to adjust
vergence and accommodation
appropriately.
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3D Accommodation Challenges
It is a technological challenge for display-based HMDs to change their focal distance in real
time.
Light field technology compromises between the number of focal planes and the resolution.
Varifocal representation requires good eye tracking system to know exactly where the person is
looking
Realistic AR requires virtual objects to blend seamlessly into our real environment, which means
AR HMDs should present images with accurate stereo disparity and focal distance.
It is challenging for display-based HMDs to change their focal distance in real time.
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The EyeWay system solves these
challenges by tracking the user’s
focus and adjusting the focal
plane through changes in laser
divergence.
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In order to maintain a large and
persistent FOV in screen-based
AR HMDs, screens need to output
more light over a wider area to
ensure light rays enter the eye
wherever it looks. This inevitably
results in wasted energy, as not all
light rays can enter the eye at any
given point in time.
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The EyeWay system instantaneously
steers a small eye box according
to the user’s gaze, thus making the
system 80 times more energy
efficient than current state of the
art AR HMD systems.
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‘Best of AR’ Compared
Category
Field Of View
Visible in Sunlight
Persistency
Eye tracking accuracy
Computational power required
Projection power required
Component maturity
Natural focus and vergence
~100 degrees (1st Gen)
Yes (20,000 nits)
15 nanoseconds
1/60 degree
Very Low
Very Low
High
Yes
Upto 40 degrees
No (1,000 nits)
5 miliseconds
0.5 degree
High
High
Medium
Complex
EyeWay Industry State of the Art
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The EyeWay system is not an isolated ecosystem.
EyeWay Framework
It can be easily integrated with existing software and hardware frameworks, and be
adopted by today’s communities of developers, academic researchers, and XR content
creators.