TW202524161A - Display apparatus - Google Patents
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本發明係關於顯示設備。The present invention relates to a display device.
擴增實境(Augmented reality,AR)及虛擬實境(virtual reality,VR)顯示器已經整合至包含頭戴式耳機的各種可穿戴格式中。對於AR頭戴式耳機,眼鏡(亦即,眼鏡(spectacles))格式係常見的。對於VR頭戴式耳機,滑雪護目鏡格式係常見的。最近一篇關於AR及VR顯示技術的綜述文章係Zhan、Yin、Xiong、He及Wu於https://doi.org/10.1016/j.isci.2020.101397發表的論文「擴增實境及虛擬實境顯示器:前景與挑戰(Augmented Reality and Virtual Reality Displays: Perspectives and Challenges)」透視雜誌(Perspective),第23卷,第8期,101397 (2020年)Augmented reality (AR) and virtual reality (VR) displays have been integrated into various wearable formats including headsets. For AR headsets, the glasses (i.e., spectacles) format is common. For VR headsets, the ski goggles format is common. A recent review of AR and VR display technologies is the article “Augmented Reality and Virtual Reality Displays: Perspectives and Challenges” by Zhan, Yin, Xiong, He, and Wu, https://doi.org/10.1016/j.isci.2020.101397. Perspective, Vol. 23, No. 8, 101397 (2020).
在AR中,合成場景的影像疊加於觀看者同時觀看的自然場景上。AR眼鏡片位於約12 mm至15 mm的頂點距離處,該頂點距離比眼睛的近點近得多,該近點隨著年齡而自約7 cm (對於年輕人而言)逐漸增加至超過50 cm (對於老年人而言)。(眼睛的近點係眼睛可聚焦的最近距離)。在AR中,合成場景因此由比AR眼鏡片更遠離眼睛配置的虛擬影像表示。VR成像比AR更簡單,此係由於不存在自然場景且只產生合成場景。In AR, an image of a synthetic scene is superimposed on the natural scene that the viewer is simultaneously viewing. The AR glasses are located at a vertex distance of approximately 12 mm to 15 mm, which is much closer than the near point of the eye, which increases with age from approximately 7 cm (for young people) to over 50 cm (for older people). (The near point of the eye is the closest distance at which the eye can focus). In AR, the synthetic scene is therefore represented by a virtual image that is configured farther from the eye than the AR glasses. VR imaging is simpler than AR because there is no natural scene and only a synthetic scene is generated.
對於呈眼鏡格式的AR頭戴式耳機,目前最常見的技術方法係使用顯微投影儀系統。將再現合成場景的虛擬影像路由至眼鏡片中的一者或兩者上。(為了語言上的方便,我們使用術語『鏡片』,但應當理解,鏡片可為消隱的,亦即,對於遠視或近視等,就正常視力矯正而言不具有聚焦效應)。AR眼鏡的鏡片用作媒介以經由合適的光束組合器將表示合成場景的光路由至自然場景光的路徑中。AR光束組合器可被細分為反射型(例如鏡或稜鏡)或繞射型(例如某種光柵)。合成場景的虛擬影像應給人留下在自然場景中的正確部位處(此意謂不僅在視野中的正確位置(大致角度)處,而且較佳地亦在與眼睛相距的正確距離處)描繪一或多個物件的印象。For AR headsets in the form of glasses, the most common technical approach currently is to use a microprojector system. The virtual image that reproduces the synthetic scene is routed to one or both of the lenses of the glasses. (For the sake of convenience in language, we use the term "lens", but it should be understood that the lenses can be invisible, that is, they have no focusing effect in terms of normal vision correction for hyperopia or myopia, etc.). The lenses of the AR glasses are used as a medium to route the light representing the synthetic scene into the path of the natural scene light via a suitable beam combiner. AR beam combiners can be subdivided into reflective types (such as mirrors or prisms) or diffractive types (such as some kind of grating). The virtual image of the synthesized scene should give the impression that one or more objects are depicted in the correct part of the natural scene, meaning not only at the correct position (roughly angle) in the field of vision, but preferably also at the correct distance from the eye.
現存AR及VR顯示技術中的一或多者存在一些問題。There are several problems with one or more of the existing AR and VR display technologies.
一個問題係如何避免由投射光束引起的眼鏡片上的非所需光散射,此有損場景的外觀且導致AR眼鏡不能給出完全透明的印象。舉例而言,由於眼鏡片經置放於與眼球相距約12 mm至15 mm的地方且由於該距離與眼睛的焦距類似,因此自眼鏡散射的任何非所需光被眼睛準直且在視網膜上廣泛散播。在明亮的環境光條件下,此散射被視為眩光。在暗的環境光條件下,此散射可比來自該自然場景的光亮得多,且因此嚴重損害了視覺。當使用基於光柵的光束組合器時,諸如彩虹效應的光散射假像係尤為嚴重的問題。One problem is how to avoid unwanted light scattering on the lens caused by the projected beam, which detracts from the appearance of the scene and causes the AR glasses to not give the impression of being completely transparent. For example, since the lens is placed approximately 12 mm to 15 mm from the eyeball and since this distance is similar to the focal length of the eye, any unwanted light scattered from the lens is collimated by the eye and spreads widely on the retina. In bright ambient light conditions, this scattering is seen as glare. In dim ambient light conditions, this scattering can be much brighter than the light from the natural scene and therefore severely impairs vision. Light scattering artifacts such as the rainbow effect are particularly problematic when using a grating-based beam combiner.
對於AR及VR兩者相關的另一問題係如何避免輻輳調節衝突,其為雙眼視覺的特性,其中當觀看自然場景時存在的調節與輻輳之間的正常關係被合成場景的渲染打破,從而導致了頭痛及噁心。當合成場景中的物件被感知為配置於一個距離處(且輻輳鎖定至該距離),而表示該物件的光來源於不同距離(且調節鎖定至該距離)時,出現了輻輳調節衝突。即使在單眼視覺中,大腦亦具有基於大腦對熟悉場景中物件並置的理解的調節預期,使得頭痛及噁心亦可由合成場景的單眼視覺引起,該合成場景致使眼睛在觀看物件時在特定距離處進行調節,其中該距離與大腦對物件距離的預期不同。Another issue related to both AR and VR is how to avoid azimuthal accommodation conflict, which is a property of binocular vision where the normal relationship between accommodation and azimuthal that exists when viewing natural scenes is disrupted by the rendering of synthetic scenes, leading to headaches and nausea. Aazimuthal accommodation conflict occurs when an object in a synthetic scene is perceived to be located at one distance (and the azimuthal is locked to that distance), while the light representing the object originates from a different distance (and the accommodation is locked to that distance). Even in monocular vision, the brain has accommodative expectations based on the brain's understanding of the juxtaposition of objects in familiar scenes, so that headaches and nausea can also be caused by monocular vision of synthetic scenes that cause the eyes to adjust when viewing objects at a specific distance, where the distance is different from the brain's expectation of the object's distance.
本發明提出了一種基於顯示面板的顯示設備,該顯示面板託管在顯示面板中以非共線幾何形狀交叉的輸入光束對的相位匹配非線性混合。該交叉發生於顯示面板內的非線性光學(nonlinear optical,NLO)材料區中。每一交叉輸入光束對藉由和頻產生(sum frequency generation,SFG)或NLO材料中的其他非線性混合製程來產生產品光束。The present invention proposes a display device based on a display panel that hosts phase-matched nonlinear mixing of input beam pairs that cross in a non-collinear geometry in the display panel. The crossing occurs in a nonlinear optical (NLO) material region within the display panel. Each crossed input beam pair generates a product beam by sum frequency generation (SFG) or other nonlinear mixing processes in the NLO material.
對於AR及VR兩者,可提供根據該設計的顯示設備以用於近眼成像。亦可為諸如用於視訊會議或電視的大螢幕的大型顯示器提供根據該設計的顯示設備。For both AR and VR, a display device according to the design may be provided for near-eye imaging. A display device according to the design may also be provided for large displays such as large screens used for video conferencing or television.
根據本發明的一個態樣,提供了一種用於回應於影像資訊的輸入而顯示合成場景影像的顯示設備,該顯示設備包括: 第一光束源,用於提供第一頻率及頻寬的第一輸入光束; 第二光束源,用於提供第二頻率及頻寬的第二輸入光束; 顯示面板,含有NLO材料,該NLO材料與第一輸入光束及第二輸入光束以及等於第一頻率及第二頻率之和的和頻的產品光束相位匹配; 輸入光束路由部件,經配置為將第一輸入光束及第二輸入光束引入顯示面板中,使得它們在第一路徑及第二路徑中穿過顯示面板,該第一路徑及該第二路徑在NLO材料中以非共線幾何形狀彼此交叉以界定相交體積,在該相交體積中藉由和頻產生來產生產品光束;及 控制器,可回應於影像資訊的輸入而操作,以藉由對第一輸入光束及第二輸入光束中的至少一者進行振幅調變及藉由對第一輸入光束及第二輸入光束中的至少一者進行相位調變以設置產品光束的振幅、波向量及波前曲率半徑中的每一者來形成合成場景影像。 According to one aspect of the present invention, a display device for displaying a synthetic scene image in response to input of image information is provided, the display device comprising: A first beam source for providing a first input beam of a first frequency and bandwidth; A second beam source for providing a second input beam of a second frequency and bandwidth; A display panel containing an NLO material, the NLO material being phase-matched with the first input beam and the second input beam and a product beam having a sum frequency equal to the sum of the first frequency and the second frequency; An input beam routing component configured to introduce a first input beam and a second input beam into a display panel so that they pass through the display panel in a first path and a second path, the first path and the second path intersecting each other in a non-collinear geometry in the NLO material to define an intersection volume in which a product beam is generated by sum frequency generation; and a controller operable in response to input of image information to form a synthetic scene image by amplitude modulating at least one of the first input beam and the second input beam and by phase modulating at least one of the first input beam and the second input beam to set each of an amplitude, a wave vector, and a wavefront curvature radius of the product beam.
在一些實施例中,第一輸入光束對影像強度資訊進行編碼,該影像強度資訊定義了在給定合成場景影像的每一相交體積處產生的產品光束的強度,而第二輸入光束對影像深度資訊進行編碼,該影像深度資訊定義了在給定合成場景影像的所有相交體積處產生的產品光束的波前曲率半徑。此係一種用於經由設置形成的每一合成場景影像的波前曲率半徑來允許每一合成場景影像與不同感知深度相關聯的便利配置。具體而言,當第二輸入光束具有基本上平面的波前時,此意謂波前曲率半徑大於5公尺,合成場景影像形成於經感知為無限遠的距離處,而當第二輸入光束具有小於5公尺的波前曲率半徑時,合成場景影像形成於經感知為有限遠的距離處。因此,有可能快速連續地形成數個合成場景影像以在影像訊框中建立不同景色層,例如無限遠處的背景以及一或多個更近的層,在該一或多個更近的層上表示了特定影像元素。In some embodiments, a first input beam encodes image intensity information defining the intensity of a product beam generated at each intersecting volume of a given synthetic scene image, and a second input beam encodes image depth information defining the wavefront curvature radius of the product beam generated at all intersecting volumes of a given synthetic scene image. This is a convenient arrangement for allowing each synthetic scene image to be associated with a different perceived depth by setting the wavefront curvature radius of each synthetic scene image formed. In particular, when the second input light beam has a substantially planar wavefront, meaning that the wavefront curvature radius is greater than 5 meters, the synthetic scene image is formed at a distance perceived as infinite, whereas when the second input light beam has a wavefront curvature radius less than 5 meters, the synthetic scene image is formed at a distance perceived as finite. It is thus possible to form several synthetic scene images in rapid succession to create different scene layers in an image frame, such as an infinitely distant background and one or more closer layers on which specific image elements are represented.
在一些實施例中,控制器可操作以將合成場景影像分組為影像訊框,給定影像訊框的不同合成場景影像具有不同波前曲率半徑來表示位於不同的各別感知距離處的影像元素。In some embodiments, the controller is operable to group the synthetic scene images into image frames, different synthetic scene images of a given image frame having different wavefront curvature radii to represent image elements located at different respective perceptual distances.
在其他實施例中,顯示設備用於以彩色顯示合成場景影像且包括複數個光束源,該複數個光束源包含第一輸入光束源及第二輸入光束源,其中第一輸入光束及第二輸入光束形成由複數個光束源產生的三個輸入光束對中的一者,第一輸入光束對至第三輸入光束對組合以產生具有提供第一原色至第三原色的第一和頻至第三和頻的第一產品光束至第三產品光束。在此類實施例中,用於形成三個輸入光束對的複數個光束源可包括發射器陣列以及第一雷射至第三雷射,其中發射器陣列為所有的三個輸入光束對提供輸入光束中的一者,每一對中的另一個輸入光束由第一雷射至第三雷射中的一者提供,第一原色至第三原色由時間截分提供,從而按順序產生第一產品光束至第三產品光束。特定而言,發射器陣列可經驅動以對其產生的輸入光束進行振幅調變。舉例而言,NLO材料可包括第一空間調變區至第三空間調變區以分別為第一輸入光束對至第三輸入光束對提供準相位匹配。此處,一個選項係當第一空間調變區至第三空間調變區形成於顯示面板中的第一深度部分至第三深度部分處的NLO材料中時。此處,另一選項係當第一空間調變區至第三空間調變區在NLO材料中形成為光斑簇的陣列時,每一光斑簇包括第一空間調變區至第三空間調變區中的每一者的相鄰光斑。In other embodiments, a display device is used to display a synthetic scene image in color and includes a plurality of beam sources, the plurality of beam sources including a first input beam source and a second input beam source, wherein the first input beam and the second input beam form one of three input beam pairs generated by the plurality of beam sources, the first input beam pair to the third input beam pair are combined to generate first to third product beams having first to third sum frequencies providing first to third primary colors. In such embodiments, the plurality of beam sources used to form the three input beam pairs may include an emitter array and first to third lasers, wherein the emitter array provides one of the input beams for all three input beam pairs, the other input beam in each pair is provided by one of the first to third lasers, and the first to third primary colors are provided by time division, thereby generating the first to third product beams in sequence. In particular, the array of emitters can be driven to amplitude modulate the input beams it generates. For example, the NLO material can include first to third spatial modulation zones to provide quasi-phase matching for the first to third input beam pairs, respectively. Here, one option is when the first to third spatial modulation zones are formed in the NLO material at the first to third depth portions in the display panel. Here, another option is when the first to third spatial modulation zones are formed as an array of light spot clusters in the NLO material, each light spot cluster includes adjacent light spots of each of the first to third spatial modulation zones.
對於一些實施例中的彩色顯示器,控制器可操作以將合成場景影像分組為影像訊框,給定影像訊框的不同合成場景影像呈第一原色至第三原色中的每一者。For a color display in some embodiments, the controller is operable to group the synthesized scene images into image frames, a different synthesized scene image of a given image frame being in each of the first to third primary colors.
對於一些實施例中的彩色顯示器,控制器可操作以將合成場景影像分組為影像訊框,給定影像訊框的不同合成場景影像呈第一原色至第三原色中的每一者且具有不同波前曲率半徑,從而表示位於不同的各別感知距離處的彩色影像元素。For a color display in some embodiments, the controller may be operable to group synthetic scene images into image frames, different synthetic scene images of a given image frame being in each of first to third primary colors and having different wavefront curvature radii, thereby representing color image elements located at different respective perceptual distances.
在一些實施例中,輸入光束路由部件係可調節的,以提供第一路徑及第二路徑中的至少一者的變化,進而改變第一輸入光束及第二輸入光束在NLO材料中交叉的角度,從而改變產品光束的波向量方向。In some embodiments, the input beam routing component is adjustable to provide a change in at least one of the first path and the second path, thereby changing the angle at which the first input beam and the second input beam intersect in the NLO material, thereby changing the wave vector direction of the product beam.
在一些實施例中,輸入光束路由部件係可調節的,以提供第一路徑及第二路徑中的至少一者的變化,進而改變第一路徑及第二路徑在NLO材料中交叉的部位。In some embodiments, the input beam routing component is adjustable to provide a change in at least one of the first path and the second path, thereby changing the location where the first path and the second path intersect in the NLO material.
在一些實施例中,顯示設備進一步包括經配置為對第一輸入光束進行振幅調變的振幅調變器及經配置為對第二輸入光束進行相位調變的相位調變器。在其他實施例中,顯示設備進一步包括用於對第一輸入光束及第二輸入光束中的一者進行振幅及相位調變的組合式振幅及相位調變器。In some embodiments, the display device further includes an amplitude modulator configured to perform amplitude modulation on the first input light beam and a phase modulator configured to perform phase modulation on the second input light beam. In other embodiments, the display device further includes a combined amplitude and phase modulator for performing amplitude and phase modulation on one of the first input light beam and the second input light beam.
在一些實施例中,NLO材料就其二階非線性而言經空間調變,以經由準相位匹配來提供相位匹配。在其他實施例中,NLO材料就其二階非線性而言係均勻的,以經由雙折射相位匹配來提供相位匹配。In some embodiments, the NLO material is spatially modulated with respect to its second-order nonlinearity to provide phase matching via quasi-phase matching. In other embodiments, the NLO material is uniform with respect to its second-order nonlinearity to provide phase matching via birefringent phase matching.
關於第一頻率及第二頻率以及它們的和頻:該和頻較佳地在可見光範圍內,亦即,約790 THz至405 THz / 380 nm至740 nm。第一頻率及第二頻率在紅外範圍內,亦即,約400 THz至150 THz / 750 nm至2 μm。第一頻率與第二頻率的比率在0.5至2.0之間。Regarding the first frequency and the second frequency and their sum frequency: The sum frequency is preferably in the visible range, i.e., about 790 THz to 405 THz / 380 nm to 740 nm. The first frequency and the second frequency are in the infrared range, i.e., about 400 THz to 150 THz / 750 nm to 2 μm. The ratio of the first frequency to the second frequency is between 0.5 and 2.0.
對於AR,使包含NLO材料的顯示面板在可見光範圍內(亦即,約790 THz至405 THz / 380 nm至740 nm)為透明的,使得自然場景光可通過到達觀看者的眼睛。For AR, display panels containing NLO materials are made transparent in the visible light range (i.e., approximately 790 THz to 405 THz / 380 nm to 740 nm) so that natural scene light can pass through to the viewer's eyes.
在一些實施例中,顯示面板具有周邊區,該周邊區含有對在第一頻率及第二頻率下的光具有吸收性的材料,使得當第一輸入光束及第二輸入光束到達周邊區時,在第一路徑及第二路徑已在NLO材料中彼此交叉之後,該第一輸入光束及該第二輸入光束被吸收。In some embodiments, the display panel has a peripheral region containing a material that is absorptive to light at a first frequency and a second frequency, such that when a first input light beam and a second input light beam reach the peripheral region, the first input light beam and the second input light beam are absorbed after the first path and the second path have crossed each other in the NLO material.
在一些實施例中,顯示設備進一步包括配置於顯示面板外部以偵測輸入光束光自顯示面板的異常洩漏的一或多個光感測器,該異常洩漏指示顯示面板的結構損壞。In some embodiments, the display device further includes one or more light sensors disposed outside the display panel to detect abnormal leakage of the input light beam from the display panel, the abnormal leakage indicating structural damage of the display panel.
NLO材料可被含於NLO材料層中的顯示面板中。在一種具體實施方式中,顯示面板包括配置於NLO材料層前面的前濾光層,該前濾光層對於第一頻率及第二頻率係不透明的,而對於和頻係透明的,以阻止來自第一輸入光束及第二輸入光束的光在向外方向上發射出顯示面板。在另一具體實施方式中,顯示面板包括配置於NLO材料層後面的後濾光層,該後濾光層對於第一頻率及第二頻率係不透明的,以阻止來自第一輸入光束及第二輸入光束的光在向內方向上發射出顯示面板。後濾光層對於可見頻率可為透明的。一個選項係將NLO材料連續分佈於NLO材料層上,使得相位匹配以及因此產品光束產生可出現於NLO材料層中的任何部位處。另一選項係將NLO材料作為光斑的陣列分佈於NLO材料層上,使得相位匹配以及因此產品光束產生被限制於彼等光斑的部位。The NLO material may be contained in a display panel in a layer of NLO material. In one embodiment, the display panel includes a front filter layer disposed in front of the NLO material layer, the front filter layer being opaque to the first frequency and the second frequency and transparent to the sum frequency to prevent light from the first input beam and the second input beam from emitting out of the display panel in an outward direction. In another embodiment, the display panel includes a rear filter layer disposed behind the NLO material layer, the rear filter layer being opaque to the first frequency and the second frequency to prevent light from the first input beam and the second input beam from emitting out of the display panel in an inward direction. The rear filter layer may be transparent to visible frequencies. One option is to distribute the NLO material continuously over the NLO material layer so that phase matching and therefore product beam generation can occur anywhere in the NLO material layer. Another option is to distribute the NLO material as an array of spots over the NLO material layer so that phase matching and therefore product beam generation is confined to the locations of those spots.
在一些實施例中,顯示面板包括擋光層,該擋光層包括可由電控制線單獨尋址的像素的陣列,以便在對於可見頻率不透明的第一狀態與對可見頻率具有透射性的第二狀態之間切換像素,使得自然場景光可自擋光層的選定區域混合出來。In some embodiments, the display panel includes a light-shielding layer that includes an array of pixels that are individually addressable by electrical control lines to switch the pixels between a first state that is opaque to visible frequencies and a second state that is transmissive to visible frequencies so that natural scene light can be mixed out from selected areas of the light-shielding layer.
在一些實施例中,第一路徑及第二路徑藉由連續反射穿過顯示面板。連續反射可藉由全內反射而來自顯示面板的前表面及後表面。可替代地,連續反射可來自配置於顯示面板中的前視鏡層及後視鏡層,該前視鏡層及該後視鏡層分別安置於NLO材料的前面及後面。具體而言,前視鏡層及後視鏡層可在輸入光束的頻率下係反射性的,而在可見頻率內係透射性的。In some embodiments, the first path and the second path pass through the display panel by continuous reflection. The continuous reflection may come from the front surface and the rear surface of the display panel by total internal reflection. Alternatively, the continuous reflection may come from a front mirror layer and a rear mirror layer configured in the display panel, and the front mirror layer and the rear mirror layer are respectively disposed in front of and behind the NLO material. Specifically, the front mirror layer and the rear mirror layer may be reflective at the frequency of the input light beam and transmissive within the visible frequency.
在一些實施例中,NLO材料在可見範圍內係透明的。In some embodiments, the NLO material is transparent in the visible range.
在一些實施例中,第一頻率及第二頻率係不同的。在其他實施例中,第一頻率及第二頻率係相同的,使得和頻產生係二次諧波產生。當第一頻率及第二頻率相同時,第一輸入光束源及第二輸入光束源可為同一個光束源,且第一輸入光束及第二輸入光束均來源於該光束源。In some embodiments, the first frequency and the second frequency are different. In other embodiments, the first frequency and the second frequency are the same, so that the sum frequency generation is a second harmonic generation. When the first frequency and the second frequency are the same, the first input beam source and the second input beam source can be the same beam source, and the first input beam and the second input beam both originate from the beam source.
上面指定的顯示設備可被包含於可穿戴頭戴式耳機中,使得顯示面板以小於30 mm的頂點距離配置於佩戴者的眼睛前面以用於近眼成像。The display device specified above may be included in a wearable head-mounted headset such that the display panel is configured in front of the wearer's eye at a vertex distance of less than 30 mm for near-eye imaging.
假設SFG係被利用的非線性製程,且亦假設產品光束將在可見波長/頻率(約380 nm至740 nm / 790 THz至405 THz)下形成以創建人眼可見的合成場景影像,每一對中的輸入光束將均位於紅外範圍(例如750 nm至2 μm / 400 THz至150 THz)內,至少其限制條件為它們在波長/頻率上沒有太大的不同(例如具有小於2:1的比率)。Assuming that SFG is a nonlinear process being utilized, and also assuming that the product beam will be formed at visible wavelengths/frequencies (approximately 380 nm to 740 nm / 790 THz to 405 THz) to create synthetic scene images visible to the human eye, the input beams in each pair will be in the infrared range (e.g., 750 nm to 2 μm / 400 THz to 150 THz), at least with the constraint that they are not too different in wavelength/frequency (e.g., having a ratio of less than 2:1).
作為SFG的可替代非線性混合製程,可藉由輸入光束中的一者中的共線混合二次諧波產生(second harmonic generation,SHG)及二次諧波與該對中的另一個輸入光束的非共線混合的組合來提供三光子累加混合。As an alternative nonlinear mixing process to SFG, three-photon accumulation mixing can be provided by a combination of collinear mixing second harmonic generation (SHG) in one of the input beams and non-collinear mixing of the second harmonic with the other input beam in the pair.
NLO材料中的相位匹配可例如藉由使用具有高雙折射的足夠薄的NLO材料層而在不使材料結構化的情況下發生。然而,在許多實施例中,使用準相位匹配(quasi-phase matching,QPM)將係方便的。為了實現QPM,NLO材料經結構化為對其非線性性質進行空間調變。使用最常見的週期性極化來創建光柵結構,其特徵在於二階非線性X(2)的單個週期性及交替符號。Phase matching in NLO materials can occur without structuring the material, for example by using sufficiently thin layers of NLO material with high birefringence. However, in many embodiments it will be convenient to use quasi-phase matching (QPM). To achieve QPM, the NLO material is structured to spatially modulate its nonlinear properties. The most common periodic polarization is used to create a grating structure characterized by a single periodicity and alternating sign of the second-order nonlinearity X(2).
引導一對中的兩個輸入光束以確保產品光束的波向量具有傳播至觀看者的眼睛(亦即,穿過瞳孔)的方向的角度穿過NLO材料。The two input beams in a pair are directed through the NLO material at an angle that ensures that the wave vector of the product beam has a direction that propagates to the viewer's eye (ie, through the pupil).
NLO材料中第一輸入光束及第二輸入光束的非共線混合允許產生產品光束,該產品光束的性質在振幅(亦即,影像亮度)、波向量(亦即,朝向瞳孔引導所產生的光)、波前曲率(亦即,控制影像的感知距離)及視野中的影像元素部位(亦即,NLO材料上的位置)方面受到控制。Non-collinear mixing of the first and second input beams in the NLO material allows for the generation of a product beam whose properties are controlled with respect to amplitude (i.e., image brightness), wave vector (i.e., directing the generated light toward the pupil), wavefront curvature (i.e., controlling the perceived distance of the image), and image element location in the field of view (i.e., position on the NLO material).
為了創建雙眼視覺的逼真印象,有可能利用控制波向量方向及影像元素部位的能力,以便例如在一副AR眼鏡的每一鏡片上向觀看者的左眼及右眼呈現相同合成物件的稍微不同的影像,從而提供合成物件的自然輻輳及相關聯的深度知覺(立體視覺)。對於針對單眼視覺深度知覺足夠接近(亦即,小於約4公尺至5公尺)的合成物件,輻輳模擬可與設置合成物件的波前曲率組合,使得眼睛的焦點(調節)同如與輻輳相關聯的相同距離精確匹配或至少大致匹配,從而避免了輻輳調節衝突。對於更遠距離處的合成物件,可使用平面波前。To create a realistic impression of binocular vision, it is possible to exploit the ability to control the direction of the wave vectors and the positions of the image elements so as to present slightly different images of the same synthetic object to the left and right eye of the viewer, for example, on each lens of a pair of AR glasses, thereby providing natural radiance and associated depth perception (stereoscopic vision) of the synthetic object. For synthetic objects that are close enough for monocular depth perception (i.e., less than about 4-5 meters), radiance simulation can be combined with setting the wavefront curvature of the synthetic object so that the focus (accommodation) of the eye matches exactly or at least approximately the same distance as that associated with the radiance, thereby avoiding radiance-accommodation conflicts. For synthetic objects at greater distances, a planar wavefront can be used.
非線性製程在產品光束的頻率下(亦即,在可見範圍內)產生振盪極化。該製程本質上係波混合現象,此意謂產品光束具有在發射波的不同部分之間帶有所定義的相位關係的橫向(亦即,空間)相干性。因此,產品光束產生具有特定曲率的波前。此係由如當前VR頭戴式耳機中所使用的習知微型顯示器中的像素發射器或如當前AR眼鏡中所使用的點發射器產生的光所不具備的基本性質。相反,由NLO材料中的輸入光束對的非共線混合產生的產品光束具有與習知繞射光學方法更相關聯的性質,該習知繞射光學方法亦經由繞射發射波前。產生用於合成場景影像的光的橫向相干方法係允許設置波前的曲率半徑,從而允許合成場景影像經置放於特定距離處的方法,可藉由改變輸入光束的波前中的一者的曲率半徑來改變該特定距離。因此,可在合成場景影像上留下自然深度知覺的印象。不同合成物件可被賦予不同深度外觀,因此它們相對於彼此以適當的深度出現,且在AR的情況下,相對於自然場景中的物件以適當的深度出現。此不僅有助於合成場景影像的感知真實性,而且亦允許避免視覺輻輳調節衝突。The nonlinear process produces an oscillatory polarization at the frequency of the product beam (i.e., in the visible range). The process is essentially a wave mixing phenomenon, meaning that the product beam has a lateral (i.e., spatial) coherence with a defined phase relationship between different parts of the emitted waves. Therefore, the product beam produces a wavefront with a specific curvature. This is a fundamental property that is not possessed by light produced by pixel emitters in conventional microdisplays as used in current VR headsets or point emitters as used in current AR glasses. In contrast, the product beam produced by non-collinear mixing of input beam pairs in NLO materials has properties that are more related to conventional diffraction optics methods, which also emit wavefronts via diffraction. A method of generating lateral coherence of light for synthetic scene images is a method that allows setting the radius of curvature of the wavefront, thereby allowing the synthetic scene image to be placed at a specific distance, which specific distance can be changed by changing the radius of curvature of one of the wavefronts of the input light beam. Therefore, an impression of natural depth perception can be left on the synthetic scene image. Different synthetic objects can be given different depth appearances, so they appear at appropriate depth relative to each other, and in the case of AR, at appropriate depth relative to objects in the natural scene. This not only contributes to the perceived realism of the synthetic scene image, but also allows visual azimuthal accommodation conflicts to be avoided.
可提供一種顯示設備,該顯示設備能夠將用於合成場景影像的光自廣泛範圍的角度(亦即,自跨視野的大範圍的位置)引導至眼睛。該性質係有益的,此係由於其考慮了眼睛的大角度轉動範圍。該性質亦係有益的,此係由於其允許創建合成場景影像,當眼睛直視某一方向時,該合成場景影像看起來像係自視野內的適當位置發出的。此外,如上面所提及,形成合成場景影像的產品光束光可以所定義的曲率半徑自顯示面板發射,因此合成場景影像的不同部分可以適當的感知距離經置放於合成場景中。A display device can be provided that is capable of directing light for a synthetic scene image to an eye from a wide range of angles (i.e., from a wide range of positions across the field of view). This property is beneficial because it accounts for the wide range of angular rotation of the eye. This property is also beneficial because it allows the creation of a synthetic scene image that appears to emanate from an appropriate location within the field of view when the eye is looking straight ahead in a certain direction. In addition, as mentioned above, the product beam light that forms the synthetic scene image can be emitted from the display panel with a defined radius of curvature so that different portions of the synthetic scene image can be placed in the synthetic scene at appropriate perceived distances.
對於AR頭戴式耳機,顯示面板可以鏡片格式實現。在一對鏡片被設置於用於左眼及右眼的框中的傳統眼鏡格式中,對於每一鏡片將存在實體上分離的顯示面板。在具有單個透鏡片的滑雪護目鏡格式中,可使用單個顯示面板。對於AR,顯示面板中的NLO材料較佳地為透明的(在可見範圍內),使得其可在不減少自該自然場景傳播的光穿過顯示面板進入眼睛的透射的情況下被包含於顯示面板中。因此,可提供一種AR顯示面板,該AR顯示面板對於觀看者而言看起來係真正透明的,此不僅係由於NLO材料本身係透明的,而且亦係由於輸入光束的波長在可見光範圍之外(或至少可容易地被選擇為在可見光範圍之外)。不僅來自輸入光束的光對於人眼不可見,而且更重要的係,藉由在NLO材料層與觀看者的眼睛之間配置合適的濾材層(例如作為帶通或邊緣濾光器),易於防止在不可見頻率/波長下的輸入光束光進入觀看者的眼睛。濾材被選擇為對於輸入光束波長係不透明的,而在可見波長範圍內係透明的。對於AR頭戴式耳機,亦有可能調節合成場景影像中的物件的亮度。此可僅僅藉由調節光束對中的輸入光束中的一者或兩者的強度來實現。對於VR頭戴式耳機,NLO材料不必係透明的(在可見範圍內),亦即,可為不透明的(在可見範圍內)。For AR headsets, the display panel may be implemented in a lens format. In a traditional eyeglass format where a pair of lenses are set in a frame for the left and right eye, there will be a physically separate display panel for each lens. In a ski goggle format with a single lens, a single display panel may be used. For AR, the NLO material in the display panel is preferably transparent (within the visible range) so that it can be included in the display panel without reducing the transmission of light propagating from the natural scene through the display panel into the eye. Thus, an AR display panel can be provided that appears truly transparent to a viewer, not only because the NLO material itself is transparent, but also because the wavelength of the input light beam is outside the visible light range (or at least can be easily selected to be outside the visible light range). Not only is the light from the input light beam invisible to the human eye, but more importantly, by configuring a suitable filter layer (e.g., as a bandpass or edge filter) between the NLO material layer and the viewer's eye, it is easy to prevent the input beam light at invisible frequencies/wavelengths from entering the viewer's eyes. The filter is selected to be opaque to the input beam wavelength, but transparent in the visible wavelength range. For AR headsets, it is also possible to adjust the brightness of objects in the synthetic scene image. This can be achieved simply by adjusting the intensity of one or both of the input beams in the beam pair. For VR headsets, the NLO material does not have to be transparent (in the visible range), that is, it can be opaque (in the visible range).
根據本發明的顯示面板可被認為係透明的微型顯示器,如同微型顯示器一般,在能夠在顯示器上產生波前的定域區(交叉的輸入光束相交體積)中產生可見光。由於本發明的特徵,由此僅有可見光係針對影像產生的,因此不會出現與用於AR (或VR)的習知顯微投影系統中的雜散光及散射相關聯的問題。代替具有穿過鏡片以在眼睛的視野中形成影像的可見光束,而係我們具有紅外光束,亦即,輸入光束,該等紅外光束在可見光範圍之外的波長下,且在任何情況下皆可藉由在眼睛與NLO材料層之間配置合適的濾光層來防止該等紅外光束進入眼睛。因此,不存在用於干擾夜間視覺的眩光及明亮的散射假像。因此,可實現一種顯示設備,就其光產生而言,該顯示設備類似於微型顯示器VR顯示設備,但不同於微型顯示器,該顯示設備係透明的(在可見範圍內),因此該顯示設備可用於AR。 彩色顯示器 The display panel according to the invention can be considered as a transparent microdisplay, which, like a microdisplay, generates visible light in a localized area (the volume of intersection of the crossed input beams) capable of generating a wavefront on the display. Due to the characteristics of the invention, only visible light is generated for the image, so that the problems associated with stray light and scattering in known microprojection systems for AR (or VR) do not arise. Instead of having visible light beams that pass through the lens to form an image in the field of vision of the eye, we have infrared light beams, i.e. input light beams, which are at a wavelength outside the visible light range and which can in any case be prevented from entering the eye by arranging suitable filter layers between the eye and the NLO material layer. Therefore, there is no glare and bright scattered artifacts that interfere with night vision. Therefore, a display device can be realized that is similar to a microdisplay VR display device in terms of its light generation, but unlike a microdisplay, the display device is transparent (within the visible range), so the display device can be used for AR. Color display
本發明的以上論述已被限制於考慮了根據單個輸入光束對來產生單個產品光束。此可被認為係就描述單色顯示器或可替代地,描述彩色顯示器的三種顏色分量中的一者而言的。對於彩色顯示器,需要三個產品光束,三原色中的每一者對應一個產品光束,因此將存在三個輸入光束對。The above discussion of the invention has been restricted to considering the generation of a single product beam from a single input beam pair. This can be considered in terms of describing a monochrome display or, alternatively, describing one of the three color components of a color display. For a color display, three product beams are required, one for each of the three primary colors, so there will be three input beam pairs.
根據本發明的另一態樣,對於彩色顯示器,提供了一種用於回應於影像資訊的輸入而顯示合成場景影像的顯示設備,該顯示設備包括: 複數個光束源,具有各別頻率及頻寬以提供兩個輸入光束的第一輸入光束對至第三輸入光束對,每一輸入光束對具有一對頻率,該對頻率為第一原色頻率至第三原色頻率之和; 顯示面板,含有NLO材料,該NLO材料在等於第一輸入光束對至第三輸入光束對的頻率之和的第一原色頻率至第三原色頻率下與第一輸入光束對至第三輸入光束對以及第一產品光束至第三產品光束相位匹配; 輸入光束路由部件,經配置為將每一輸入光束對中的兩個輸入光束引入顯示面板中,使得每一對中的輸入光束在第一路徑及第二路徑中穿過顯示面板,該第一路徑及該第二路徑在NLO材料中以非共線幾何形狀彼此交叉以界定相交體積,在該相交體積中藉由和頻產生來產生該輸入光束對的產品光束; 振幅調變器,可操作以對每一輸入光束對中的至少一個光束進行振幅調變; 相位調變器,可操作以對每一輸入光束對中的至少一個光束進行相位調變;及 控制器,可操作以形成彩色影像訊框,每一影像訊框包括分別由第一輸入光束對至第三輸入光束對產生的第一合成場景影像至第三合成場景影像,其中控制器可操作以藉由回應於影像資訊的輸入而控制振幅調變器及相位調變器以設置產品光束振幅、產品光束波向量及產品光束波前曲率半徑來形成第一合成場景影像至第三合成場景影像中的每一者。 According to another aspect of the present invention, for a color display, a display device for displaying a synthetic scene image in response to input of image information is provided, the display device comprising: A plurality of beam sources having respective frequencies and bandwidths to provide a first input beam pair to a third input beam pair of two input beams, each input beam pair having a pair of frequencies, the pair of frequencies being the sum of first primary color frequencies to third primary color frequencies; A display panel containing an NLO material, the NLO material being phase-matched with the first input beam pair to the third input beam pair and the first product beam to the third product beam at a first primary color frequency to a third primary color frequency equal to the sum of the frequencies of the first input beam pair to the third input beam pair; An input beam routing component configured to introduce two input beams in each input beam pair into the display panel so that the input beams in each pair pass through the display panel in a first path and a second path, the first path and the second path intersecting each other in a non-collinear geometry in the NLO material to define an intersection volume in which a product beam of the input beam pair is generated by sum frequency generation; an amplitude modulator operable to amplitude modulate at least one beam in each input beam pair; a phase modulator operable to phase modulate at least one beam in each input beam pair; and A controller operable to form color image frames, each image frame comprising first to third synthetic scene images generated by first to third input beam pairs, respectively, wherein the controller is operable to form each of the first to third synthetic scene images by controlling an amplitude modulator and a phase modulator in response to input of image information to set a product beam amplitude, a product beam wave vector, and a product beam wavefront curvature radius.
對於彩色顯示器,複數個光束源可包括發射器陣列以及第一雷射至第三雷射,其中發射器陣列為所有的三個輸入光束對提供輸入光束中的一者,每一對中的另一個輸入光束由第一雷射至第三雷射中的一者提供,第一原色至第三原色由時間截分提供,從而按順序產生第一產品光束至第三產品光束。For a color display, the plurality of beam sources may include an emitter array and a first laser to a third laser, wherein the emitter array provides one of the input beams for all three input beam pairs, the other input beam in each pair is provided by one of the first laser to the third laser, and the first primary color to the third primary color are provided by time division, thereby generating a first product beam to a third product beam in sequence.
雖然需要具有三個輸入光束對暗指總共將存在六個輸入光束,但此並不等同於需要具有六個獨立產生的輸入光束。首先,相同波長可在不同輸入光束對之間進行共用,因此形成三個對所需的波長總數不需要高達六個,而係可經減少至五個、四個或三個,其中三個係最小可能數目。其次,可使用時間截分(亦即,多工),使得與專用第二輸入光束相結合使用共同第一輸入光束來產生所有的三種顏色,每種顏色對應一個輸入光束,從而將所需的獨立產生的輸入光束的總數減少至四個。Although the need to have three input beam pairs implies that there will be six input beams in total, this is not equivalent to the need to have six independently generated input beams. First, the same wavelength can be shared between different input beam pairs, so the total number of wavelengths required to form three pairs does not need to be as high as six, but can be reduced to five, four, or three, with three being the minimum possible number. Second, time division (i.e., multiplexing) can be used so that a common first input beam is used in conjunction with a dedicated second input beam to generate all three colors, one input beam for each color, thereby reducing the total number of independently generated input beams required to four.
對於彩色顯示器,若使用QPM,則NLO材料可被結構化為具有用於所有的三種顏色的單個光柵週期。缺少將針對三種顏色中的至少兩者存在的精確相位匹配係可容忍的,且若需要或必要時,可藉由改變每一光束對中的輸入光束中的一者或兩者的總強度來進行補償。對於不同顏色,輸入光束穿過QPM NLO材料的角度亦可被選擇為不同的,從而為所有的三個光束對(亦即,所有的三種顏色)提供精確相位匹配(或至少更接近精確相位匹配)。可替代地,為了提供準相位匹配,NLO材料可用三個不同週期進行週期性極化(或在非雙折射材料的情況下進行等效地取向圖案化),因此存在具有不同光柵週期的QPM NLO材料的三個區,每一週期針對三種顏色中的一者進行最佳化。另一替代方案係創建單個合成QPM結構,其具有針對顯示器的所需三種顏色最佳化的三個相位匹配峰值。三個顏色特定QPM區可例如在顯示面板上以光斑簇的規則或不規則2D陣列形式分佈於影像產生平面中,其中每一光斑簇含有三個橫向相鄰的顏色特定QPM區,亦即,光斑。每一簇中的光斑皆極為接近,以致於它們不在視野中的相同位置處的事實將係察覺不到的。可替代地,三個顏色特定QPM區可沿著垂直於影像產生平面的軸分佈,例如分佈於顯示面板的三個不同深度部分上方。此處,顏色特定QPM區可如同上述簇一般被配置於2D陣列中或可根據需要作為顯示面板上的連續區域,以覆蓋用於合成場景成像的所需視野。For color displays, if QPM is used, the NLO material can be structured with a single grating period for all three colors. The lack of precise phase matching that would exist for at least two of the three colors can be tolerated and compensated for by changing the overall intensity of one or both of the input beams in each beam pair, if desired or necessary. The angles at which the input beams pass through the QPM NLO material can also be chosen to be different for different colors, thereby providing precise phase matching (or at least closer to precise phase matching) for all three beam pairs (i.e., all three colors). Alternatively, to provide quasi-phase matching, the NLO material may be periodically polarized (or equivalently orientation patterned in the case of non-birefringent materials) with three different periods, so that there are three regions of QPM NLO material with different grating periods, each optimized for one of the three colors. Another alternative is to create a single synthetic QPM structure with three phase matching peaks optimized for the desired three colors of the display. The three color-specific QPM regions may be distributed in the image generation plane, for example on a display panel, in a regular or irregular 2D array of spot clusters, where each spot cluster contains three laterally adjacent color-specific QPM regions, i.e., spots. The spots in each cluster are so close together that the fact that they are not at the same location in the field of view will not be noticeable. Alternatively, three color-specific QPM regions may be distributed along an axis perpendicular to the image generation plane, for example, over three different depth portions of the display panel. Here, the color-specific QPM regions may be arranged in a 2D array as in the above-described clusters or may be continuous regions on the display panel as needed to cover the desired field of view for synthetic scene imaging.
在下文中,我們主要就產生單個產品光束而言(亦即,就產生單色影像或產生彩色影像的一個顏色分量而言)來描述本發明。然而,應當理解,可根據來自三個輸入光束對的三個此類產品光束來產生彩色影像。 用於近眼合成場景成像的影像資訊 In the following, we describe the invention primarily in terms of generating a single product beam (i.e., in terms of generating a monochrome image or generating one color component of a color image). However, it should be understood that a color image can be generated based on three such product beams from three input beam pairs. Image Information for Near-Eye Synthetic Scene Imaging
為了在接近眼睛的影像產生平面中創建合成場景的令人信服的虛擬影像(尤其係AR眼鏡所需的),需要準確地再現將在來自等效自然場景的光中編碼的影像部位資訊。影像部位資訊係整個影像資訊的子集且係定義場景中的物件的3D置放的感知的內容。如下面更詳細地論述的,對於單眼視覺,自然場景中的影像部位資訊本質上係來自該自然場景的不同部分的光出現於視野中的位置(亦即,光進入眼睛的輸入角度)及來自該自然場景中的每一點的光波在到達眼睛時所具備的曲率半徑的組合。對於近處物件,波前曲率係明顯的,而對於遠處物件,不存在明顯曲率,亦即,波前實際上係平面波。對於在接近眼睛的顯示面板中的合成場景成像(例如在頂點距離處,該頂點距離為約12 mm至15 mm,眼鏡片通常位於此處),可藉由產生在影像產生平面上的特定部位(因此其出現於視野中的正確點中)處且自該部位起具有特定光傳播方向(因此在影像產生平面中的該部位處產生的光進入眼睛)的光來模仿來自自然場景的輸入角度及曲率半徑資訊。除攜帶正確影像部位資訊外,在影像產生平面上產生的光亦必須具有正確強度,且對於彩色影像,亦必須具有正確顏色。In order to create a convincing virtual image of a synthetic scene in an image generation plane close to the eye (especially required for AR glasses), it is necessary to accurately reproduce the image position information that would be encoded in the light from the equivalent natural scene. The image position information is a subset of the entire image information and is what defines the perceived 3D placement of objects in the scene. As discussed in more detail below, for monocular vision, the image position information in a natural scene is essentially a combination of the positions at which light from different parts of the natural scene appears in the field of view (i.e., the input angle of the light entering the eye) and the radius of curvature that the light wave from each point in the natural scene has when it reaches the eye. For nearby objects, the wavefront curvature is obvious, while for distant objects, there is no obvious curvature, i.e., the wavefront is effectively a plane wave. For synthetic scene imaging in a display panel close to the eye (e.g., at a vertex distance of about 12 mm to 15 mm, where eyeglass lenses are typically located), the input angle and radius of curvature information from a natural scene can be mimicked by light being generated at a specific location on the image generation plane (so it appears in the correct point in the field of view) and having a specific light propagation direction from that location (so the light generated at that location in the image generation plane enters the eye). In addition to carrying the correct image location information, the light generated on the image generation plane must also have the correct intensity and, for color images, the correct color.
在本發明的上下文中,對合成虛擬影像的影像部位資訊進行正確編碼涉及在NLO材料中在具有正確波向量方向且具有正確波前曲率半徑的正確部位(視野角)處產生產品光束光。為了產生影像,當然亦必須再現影像強度資訊,此可經由對第一輸入光束及第二輸入光束中的一者或兩者進行適當的振幅調變而以直截了當的方式完成。對於彩色影像,亦需要再現影像顏色資訊,此係藉由在視野中的每一部位處的QPM NLO材料中產生三原色(例如RGB)的三個產品光束(亦即,以與任何彩色投影系統相同的方式提供適當的色域)來完成的。In the context of the present invention, correctly encoding the image location information of the synthetic virtual image involves generating a product beam of light in the NLO material at the correct location (viewing angle) with the correct wave vector direction and with the correct wavefront curvature radius. In order to generate the image, of course, the image intensity information must also be reproduced, which can be done in a straightforward manner by appropriate amplitude modulation of one or both of the first and second input beams. For color images, the image color information also needs to be reproduced, which is done by generating three product beams of three primary colors (e.g. RGB) in the QPM NLO material at each location in the field of view (i.e., providing an appropriate color gamut in the same way as any color projection system).
為了給出合成場景的令人信服的雙眼視覺感知,為左眼及右眼中的每一者形成的各別影像將係對應的,但不會係相同的。特定而言,對於左眼及右眼,來自合成場景中的相同點的光在每只眼睛的單眼視野中的不同部位處以不同波向量方向形成,從而模仿自然輻輳及相關聯的深度知覺(立體視覺)。應當瞭解,對於合成場景的可歸因於無限遠距離的任何部分,可使為左眼及右眼中的每一者形成的影像相同,此係由於在等效自然場景中,來自遠處物件的光將作為平面波到達左眼及右眼兩者且到達左眼及右眼的各別單眼視野中的相同部位。儘管應當認識到,在創建逼真視覺場景時,任何中間距離物件皆可在左眼場景與右眼場景之間以不同方式阻擋或遮擋,因此儘管兩者均係平面波,但它們自不同方向發射至兩隻眼睛。 合成場景的成像 In order to give a convincing binocular visual perception of the synthesized scene, the respective images formed for each of the left and right eyes will correspond, but will not be identical. Specifically, light from the same point in the synthesized scene is formed with different wave vector directions at different locations in the monocular field of view of each eye for the left and right eyes, thereby mimicking natural radiation and the associated depth perception (stereoscopic vision). It should be understood that the images formed for each of the left and right eyes can be made identical for any portion of the synthesized scene attributable to infinite distance, since in an equivalent natural scene, light from a distant object will arrive at both the left and right eyes as plane waves and at the same location in the respective monocular fields of view of the left and right eyes. Although it should be recognized that in creating a realistic visual scene, any intervening objects can block or occlude the left-eye scene differently from the right-eye scene, so that although both are plane waves, they are emitted to the two eyes from different directions.
我們揭示了用於在接近眼睛的影像產生平面中形成合成虛擬影像的兩種基本方法。第一種基本方法係例如藉由光柵化來逐像素地建立每一影像訊框的掃描方法。第二種基本方法同時形成完整的影像訊框。We disclose two basic methods for forming a synthetic virtual image in an image generation plane close to the eye. The first basic method is a scanning method that builds each image frame pixel by pixel, such as by rasterization. The second basic method forms the entire image frame simultaneously.
角空間中的成像(輸入光束掃描/視網膜掃描):第一輸入光束及第二輸入光束就其穿過NLO區而言在角度及位置兩者上移動以產生產品光束,在觀看者的單眼視野上掃描該產品光束以形成用視網膜掃描方法在角空間中編碼的影像。因此,藉由在視網膜上方快速掃描可見光來建立影像訊框。更詳細地,提供了第一輸入光束及第二輸入光束,該第一輸入光束及該第二輸入光束具有各別光束橫截面,該等光束橫截面的尺寸被設定成使得在第一輸入光束及第二輸入光束在NLO區中交叉的情況下,它們的相交體積係小的,以提供不受繞射限制且映射於視網膜上的一個點上(經由眼睛聚焦)的平面波,因此在影像產生平面中的任何部位處的相交體積對應於用於在眼睛上建立合成虛擬影像的角場單次發射(作為波前)。對於每一相交體積,第一輸入光束及第二輸入光束穿過NLO區的第一角度及第二角度界定了產品光束的波向量方向。設置波向量方向以確保產品光束被引導至眼睛的瞳孔。為了建立完整的影像(對於一隻眼睛),在角度上改變第一輸入光束及第二輸入光束中的一者或兩者,使得當輸入光束相交體積(亦即,產生產品光束的位置)保持基本上恆定時,非線性產生的光的角度改變為觀看者的眼睛的(單眼)視野中的不同角度位置。同樣,改變產品光束的強度以再現影像強度資訊,此可藉由對第一輸入光束及/或第二輸入光束進行振幅調變,較佳地亦考慮到由於輸入光束橫向角度隨著影像產生平面上的相交角度改變而發生改變所造成的非線性混合的轉換效率的任何變化,從而隨著時間的推移建立完整影像訊框來完成。在進入相交體積的輸入角度改變時,波向量方向亦改變,以確保產品光束始終被引導至眼睛的瞳孔。此可藉由適當地調節第一輸入光束及第二輸入光束穿過NLO材料的角度來完成。在單眼視野內掃描相交體積以建立每一影像訊框可例如遵循逐行光柵圖案。光柵可涉及按蛇形自左至右、接著自右至左等蜿蜒而行的來回移動。Imaging in angular space (input beam scanning/retina scanning): The first input beam and the second input beam move in both angle and position with respect to their passage through the NLO region to produce a product beam that is scanned over the monocular field of view of the viewer to form an image encoded in angular space using a retina scanning method. Thus, an image frame is created by rapidly scanning visible light over the retina. In more detail, a first input beam and a second input beam are provided, the first input beam and the second input beam having respective beam cross-sections, the dimensions of which are set so that in the case where the first input beam and the second input beam cross in the NLO zone, their intersection volume is small to provide a plane wave that is not diffraction-limited and is mapped onto a point on the retina (focused by the eye), so that the intersection volume at any location in the image generation plane corresponds to a single shot (as a wavefront) of the angular field for creating a synthetic virtual image on the eye. For each intersection volume, the first angle and the second angle at which the first input beam and the second input beam pass through the NLO zone define the wave vector direction of the product beam. The wave vector direction is set to ensure that the product beam is directed to the pupil of the eye. To create a complete image (for one eye), one or both of the first and second input beams are angularly varied such that the angle of the nonlinearly generated light is varied to different angular positions in the (monocular) field of view of the viewer's eye while the input beam intersection volume (i.e., the position where the product beam is generated) remains substantially constant. Similarly, the intensity of the product beam is varied to reproduce the image intensity information, which can be accomplished by amplitude modulating the first and/or second input beams, preferably also taking into account any changes in the conversion efficiency of the nonlinear mixing due to changes in the lateral angle of the input beams as the intersection angle on the image generation plane changes, thereby creating a complete image frame over time. As the input angle into the intersection volume changes, the wave vector direction also changes to ensure that the product beam is always directed to the pupil of the eye. This can be accomplished by appropriately adjusting the angles at which the first and second input beams pass through the NLO material. Scanning the intersection volume within the monocular field of view to create each image frame can, for example, follow a progressive grating pattern. The grating can involve a back-and-forth movement that snakes from left to right, then right to left, and so on.
整體成像(上轉換類比):可藉由與習知上轉換成像系統的類比來部分地理解該成像方法。第一輸入光束(例如達1064 nm)含有影像強度資訊,而第二輸入光束(例如達1550 nm)在NLO材料中與第一輸入光束交叉,以使第一輸入光束的上轉換版本被再現(作為產品光束)。此類比係有幫助的,但並不完整,此係由於該類比沒有考慮到根據本發明的非共線相位匹配亦允許控制產品光束的波前曲率,從而將影像深度資訊包含於合成虛擬影像中的事實。因此,藉由對第二輸入光束進行相位調變來將影像深度資訊「添加」至強度調變的第一輸入光束(亦即,產品光束)的「上轉換版本」。本發明的該波前工程特徵在習知上轉換成像系統中不具有類比。Overall Imaging (Up-Conversion Analogy): The imaging method can be partially understood by analogy with known up-conversion imaging systems. A first input beam (e.g., up to 1064 nm) contains the image intensity information, and a second input beam (e.g., up to 1550 nm) intersects the first input beam in the NLO material so that an up-converted version of the first input beam is reproduced (as a product beam). This analogy is helpful, but not complete, since it does not take into account the fact that non-collinear phase matching according to the present invention also allows the control of the wavefront curvature of the product beam, thereby including image depth information in the synthetic virtual image. Thus, image depth information is "added" to the "up-converted version" of the intensity modulated first input beam (i.e., the product beam) by phase modulating the second input beam. The wavefront engineering feature of the present invention has no analog in conventional up-conversion imaging systems.
在本發明的一個實施例中,存在最接近上轉換成像類比的實現實例。在第一輸入光束的光束橫截面上對該第一輸入光束進行振幅調變以攜帶影像 強度資訊,該影像 強度資訊定義了產品光束中的相交體積特定的亮度。在第二輸入光束的光束橫截面上對該第二輸入光束進行相位調變以攜帶影像深度資訊,該影像深度資訊定義了產品光束中的相交體積特定的波前曲率。在遠離上轉換成像類比的其他實現實例中,在第一輸入光束及第二輸入光束中的一者或兩者中在它們的光束橫截面上對振幅及相位兩者進行調變。舉例而言,第一光束可經振幅調變,而第二光束可經振幅及相位調變。 In one embodiment of the invention, there is an implementation that is closest to the up-conversion imaging analogy. The first input beam is amplitude modulated in its beam cross-section to carry image intensity information, which defines a brightness specific to the intersection volume in the product beam. The second input beam is phase modulated in its beam cross-section to carry image depth information, which defines a wavefront curvature specific to the intersection volume in the product beam. In other implementations that are far from the up-conversion imaging analogy, both amplitude and phase are modulated in one or both of the first input beam and the second input beam in their beam cross-sections. For example, the first beam can be amplitude modulated and the second beam can be amplitude and phase modulated.
在第一具體實例中,第一輸入光束及第二輸入光束兩者橫向地(亦即,在光束的橫截面中)高度相干。若第一輸入光束及第二輸入光束兩者的光束源係雷射且光束調變係在透射時用空間光調變器(spatial light modulator,SLM)或在反射時用矽基液晶(liquid crystal on silicon,LCOS)裝置進行的,則情況便係如此。此處,我們注意到SLM及LCOS裝置兩者可被操作以(僅)對振幅進行調變、(僅)對相位進行調變或對振幅及相位兩者進行調變。In a first specific example, both the first input beam and the second input beam are highly coherent laterally (i.e., in the cross-section of the beams). This is the case if the beam sources of both the first input beam and the second input beam are lasers and the beam modulation is performed with a spatial light modulator (SLM) in transmission or with a liquid crystal on silicon (LCOS) device in reflection. Here, we note that both SLM and LCOS devices can be operated to modulate (only) amplitude, (only) phase, or both amplitude and phase.
在第二具體實例中,第一輸入光束係非相干的且由非相干發射器的2D陣列(例如LED或OLED陣列)產生,該2D陣列經由獨立驅動每一發射器的能力來提供振幅調變。第二輸入光束係相干的,正如用於相位調變的要求,此係基於雷射源的,該雷射源的雷射光束經相位調變(例如藉由SLM或LCOS裝置)且任選地亦經振幅調變,如已經針對第一具體實例所提及。In a second embodiment, the first input beam is incoherent and is generated by a 2D array of incoherent emitters (e.g. an LED or OLED array) which provides amplitude modulation via the ability to drive each emitter independently. The second input beam is coherent, as required for phase modulation, based on a laser source whose laser beam is phase modulated (e.g. by an SLM or LCOS device) and optionally also amplitude modulated, as already mentioned for the first embodiment.
在需要用於產生三種顏色的三個輸入光束對的RGB顯示器的上下文中,可使用相同的非相干發射器陣列來產生用於所有的三種顏色的第一輸入光束,而每種顏色具有其自身的專用第二輸入光束,該三個第二輸入光束由具有三種不同波長的三個不同雷射源產生,該三種不同波長與非相干發射器陣列的波長相加以分別產生紅光、綠光及藍光。接著可使用時分多工(亦即,截分)來經由適當的驅動電子器件按順序進行紅色、綠色及藍色合成場景影像產生,該驅動電子器件使IR發射器陣列及三個雷射源的輸出同步。三個雷射源的此種順序驅動(或開/關調變)提供了一種與桌上型投影儀中的色環方法類似的時間RGB成像。倘若三種顏色的刷新率足夠高,則觀看者會感知到全調色板RGB影像。In the context of an RGB display where three input beam pairs are required for producing three colors, the same incoherent emitter array may be used to produce the first input beams for all three colors, while each color has its own dedicated second input beam, the three second input beams being produced by three different laser sources having three different wavelengths that are added to the wavelength of the incoherent emitter array to produce red, green, and blue light, respectively. Time division multiplexing (i.e., truncation) may then be used to sequence the red, green, and blue composite scene image production via appropriate drive electronics that synchronize the outputs of the IR emitter array and the three laser sources. This sequential driving (or on/off modulation) of the three laser sources provides a temporal RGB imaging similar to the color wheel approach in tabletop projectors. If the refresh rate of the three colors is high enough, the viewer perceives a full-palette RGB image.
由於有可能將相位調變及振幅調變兩者施加於一個光束上以產生組合的相位及振幅調變的單個光束(例如用SLM或LCOS裝置),因此其他實施例亦係可能的,其中另一個輸入光束根本沒有經空間調變。 其他特徵 Since it is possible to impose both phase modulation and amplitude modulation on one beam to produce a single beam that is combined phase and amplitude modulated (e.g. with an SLM or LCOS device), other embodiments are possible in which the other input beam is not spatially modulated at all. Other Features
現簡要概述了某些實施例的一些其他特徵。Some other features of certain embodiments are now briefly outlined.
為了將輸入光束遞送至顯示面板中,一種便利方法係在顯示面板的一端(例如左端)或其附近引入第一輸入光束,且在顯示面板的另一端(例如右端)或其附近引入第二輸入光束。然而,亦將有可能將第一輸入光束及第二輸入光束兩者引入顯示面板的同一端。此可藉由更複雜的相位匹配方案來實現,該相位匹配方案使用適當的倒易晶格向量來進行非共線相位匹配。此亦可藉由自顯示面板的另一端反射第一輸入光束及第二輸入光束中的一者來實現,使得它們以與第一輸入光束及第二輸入光束的相對端引入相同的非共線幾何形狀交叉。To deliver the input beams into the display panel, a convenient method is to introduce the first input beam at or near one end of the display panel (e.g., the left end), and introduce the second input beam at or near the other end of the display panel (e.g., the right end). However, it would also be possible to introduce both the first input beam and the second input beam into the same end of the display panel. This can be achieved by a more sophisticated phase matching scheme that uses appropriate reciprocal lattice vectors for non-collinear phase matching. This can also be achieved by reflecting one of the first input beam and the second input beam from the other end of the display panel so that they cross in the same non-collinear geometry as the first input beam and the second input beam were introduced into the opposite ends.
針對NLO材料在NLO材料層內的分佈存在多種選項。在裝置的一些組態中,NLO材料連續分佈於NLO材料層上方,而在其他組態中,具有以網格形式配置於NLO材料層上方的NLO材料的光斑可為有吸引力的。在光斑網格方法的上下文中,應當注意,我們所提到的NLO材料意謂經相位匹配以促進非線性混合的NLO材料,使得若使用QPM,則光斑可為在未結構化的相同NLO材料層內已為QPM進行了空間結構化的定域區。利用關於產生NLO材料的產品光束的受限定域區的光斑網格方法,仍有可能產生令人信服的影像,此係由於眼睛係不斷轉動的。只要定域區足夠接近,使得來自至少一個此區的光可被引導至瞳孔,便可形成令人信服的影像。There are a variety of options for the distribution of the NLO material within the NLO material layer. In some configurations of the device, the NLO material is distributed continuously over the NLO material layer, while in other configurations, it may be attractive to have spots of NLO material arranged in a grid over the NLO material layer. In the context of the spot grid approach, it should be noted that the NLO material we refer to means NLO material that has been phase matched to promote nonlinear mixing, so that if QPM is used, the spot can be a localized region that has been spatially structured for QPM within the same unstructured NLO material layer. It is still possible to produce convincing images using a spot grid approach with confined regions of the product beam of NLO material produced, since the eye is constantly moving. As long as the localized regions are close enough so that light from at least one such region can be directed to the pupil, a convincing image can be formed.
在本發明的某些實施例中,第一輸入光束及第二輸入光束各自相對於顯示面板的正面及背面以一定角度被引入顯示面板的一端或其附近。每一輸入光束接著跨顯示面板傳播至藉由一或多次反射發生非共線混合的位置。在一些實施例中,使用來自顯示面板-空氣介面的全內反射(total internal reflection,TIR)來使每一輸入光束穿過顯示面板,自每一輸入光束被引入的位置行進至每一輸入光束與該對中的另一個輸入光束交叉的位置,以便產生產品光束。在其他實施例中,向NLO材料層的正面及背面提供反射鏡層以在輸入光束的波長下反射,使得輸入光束藉由連續鏡面反射穿過顯示面板。前視鏡層及後視鏡層中的一者或兩者可分別位於顯示面板的正面或背面或可為顯示面板內的埋層。與TIR相比,鏡面反射允許以更大的角度(亦即,更接近法線)反射,若使用準相位匹配,則此係有益的,此係由於極化週期可更大,其更易於製造。In certain embodiments of the present invention, a first input beam and a second input beam are each introduced into or near one end of a display panel at an angle relative to the front and back of the display panel. Each input beam then propagates across the display panel to a location where non-collinear mixing occurs by one or more reflections. In some embodiments, total internal reflection (TIR) from the display panel-air interface is used to cause each input beam to pass through the display panel, traveling from the location where each input beam is introduced to the location where each input beam intersects with the other input beam in the pair to produce a product beam. In other embodiments, a reflective mirror layer is provided to the front and back of the NLO material layer to reflect at the wavelength of the input beam, so that the input beam passes through the display panel by continuous mirror reflection. One or both of the front and rear mirror layers may be located on the front or back of the display panel, respectively, or may be buried layers within the display panel. Mirror reflection allows reflection at larger angles (i.e., closer to normal) than TIR, which is beneficial if quasi-phase matching is used, since the polarization period can be larger, which is easier to manufacture.
可將其他功能層添加至顯示面板。舉例而言,將前濾光層添加至NLO材料層的前面可為有吸引力的,該前濾光層在輸入光束的波長下吸收(且在產品光束的波長下透射),從而防止任何散射的輸入光束光到達眼睛。在兩個輸入光束中任一者係雷射光束的情況下,此亦將有助於確保滿足雷射安全要求。可將類似後濾光層添加至NLO材料層的背面以防止輸入光束光逃逸至環境中。若顯示面板係用於AR的,則前濾光層及後濾光層兩者在可見頻率內亦應為透明的,因此自然場景光在沒有衰減的情況下經由顯示面板傳播至眼睛。Other functional layers may be added to the display panel. For example, it may be attractive to add a front filter layer to the front of the NLO material layer that absorbs at the wavelength of the input beam (and transmits at the wavelength of the product beam), thereby preventing any scattered input beam light from reaching the eye. In the case where either of the two input beams is a laser beam, this will also help ensure that laser safety requirements are met. A similar rear filter layer may be added to the back of the NLO material layer to prevent the input beam light from escaping into the environment. If the display panel is used for AR, both the front and rear filters should also be transparent in the visible frequencies so that natural scene light is transmitted through the display panel to the eye without attenuation.
另一安全措施係在顯示面板外部提供諸如光電二極體的一或多個光感測器以偵測輸入光束光自顯示面板的異常洩漏,該異常洩漏指示顯示面板的結構損壞。光感測器可配置於顯示面板的邊沿或外邊緣周圍。接著,例如當顯示面板被深劃痕損壞時,可關閉顯示設備的操作(若需要)。針對AR的另一可能性係包含光致變色或電致變色層,使得可例如在明亮的環境光條件下減少自然場景光的透射,從而使得合成場景光與自然場景光適當地混合。變暗操作可為自動的(如在光致變色鏡片中)或電動的。此外,變暗可為在整個鏡片區域內的均勻變暗或可為定域的,例如以使來自該自然場景中的亮斑的光衰減。亦可向NLO材料層的前面或後面提供視力矯正鏡片層(或若需要兩個矯正鏡片,則在NLO材料層的前面及後面均提供視力矯正鏡片層)。若提供矯正鏡片層,則較佳地存在插入於NLO材料層與視力矯正鏡片層之間的輸入光束鏡層,使得輸入光束光不進入視力矯正鏡片層,且因此輸入光束路徑不受影響。換言之,當包含視力矯正鏡片時,TIR解決方案並非較佳的。Another safety measure is to provide one or more light sensors such as photodiodes outside the display panel to detect abnormal leakage of the input light beam from the display panel, which abnormal leakage indicates structural damage to the display panel. The light sensors can be arranged around the edge or outer edge of the display panel. Then, for example, when the display panel is damaged by a deep scratch, the operation of the display device can be shut down (if necessary). Another possibility for AR is to include a photochromic or electrochromic layer so that the transmission of natural scene light can be reduced, for example in bright ambient light conditions, so that the synthetic scene light is properly mixed with the natural scene light. The dimming operation can be automatic (as in photochromic lenses) or electric. Furthermore, the darkening may be uniform darkening over the entire lens area or may be localized, for example to attenuate light from bright spots in the natural scene. A corrective lens layer may also be provided in front of or behind the NLO material layer (or both in front of and behind the NLO material layer if two corrective lenses are required). If a corrective lens layer is provided, there is preferably an input beam lens layer interposed between the NLO material layer and the corrective lens layer so that the input beam light does not enter the corrective lens layer and thus the input beam path is not affected. In other words, a TIR solution is not preferred when a corrective lens is included.
人眼及人類視覺的光學特性Optical properties of the human eye and human vision
當設計顯示設備時,重要的係考慮到眼睛的光學特性以及眼睛如何被大腦單獨控制及聯合控制,且亦考慮到大腦如何處理來自眼睛的影像資訊。When designing a display device, it is important to consider the optical properties of the eye and how the eye is controlled individually and in conjunction with the brain, and also to consider how the brain processes image information from the eye.
為了進入眼球,光通過瞳孔、角膜、眼晶狀體且因此到達視網膜所在的眼球後部。瞳孔的有效半徑由虹膜(瞳孔肌)控制。瞳孔根據環境亮度而擴大及收縮,以增加及減少進入眼睛的光量。瞳孔直徑在幾毫米的範圍內變化,其中2 mm至4 mm的範圍係最常見的。眼球直徑為約25 mm。To enter the eye, light passes through the pupil, cornea, lens and thus reaches the back of the eye where the retina is located. The effective radius of the pupil is controlled by the iris (pupillary muscle). The pupil dilates and contracts depending on the ambient brightness to increase and decrease the amount of light entering the eye. The pupil diameter varies over a range of several millimeters, with a range of 2 mm to 4 mm being the most common. The diameter of the eyeball is about 25 mm.
若戴了眼鏡,則來自傳入眼睛的遠處物件的光通過眼鏡片的區域,該區域在大小上與虹膜直徑基本上類似。自眼鏡片至眼球前部的距離為約12 mm至15 mm且被稱為後頂點距離或頂點距離。If you wear glasses, light from distant objects entering the eye passes through an area of the lens that is roughly the same size as the diameter of the iris. The distance from the lens to the front of the eyeball is about 12 mm to 15 mm and is called the apex distance or vertex distance.
一隻眼睛的視野被稱為單眼視野且通常就當眼睛直視特定方向以將其視覺固定至某一點時眼睛所能看到的內容的角度範圍而言來進行定義。單眼視野相對於眼睛的垂直子午線向內(朝向鼻子)橫向延伸了約60度且向外橫向延伸了約107度。相對於眼睛的水平子午線,其向上垂直延伸了約70度且向下垂直延伸了約80度。雙眼視野係左眼及右眼的單眼視野的疊加,因此在橫向上明顯更大。在本文獻中,對『視野』的提及係指單眼視野。若提及雙眼視野,則此將被明確說明。The field of view of one eye is called monocular vision and is usually defined in terms of the angular range of what the eye can see when the eye looks straight in a specific direction to fix its vision to a certain point. The monocular field of view extends about 60 degrees laterally inward (toward the nose) and about 107 degrees laterally outward relative to the vertical meridian of the eye. It extends vertically about 70 degrees upward and about 80 degrees downward relative to the horizontal meridian of the eye. Binocular vision is the superposition of the monocular fields of the left and right eyes and is therefore significantly larger laterally. In this document, references to 'field of view' refer to monocular field of view. If reference is made to binocular field of view, this will be explicitly stated.
正常人類視覺涉及頭部自脊柱的一系列移動及眼睛在其眼眶中的轉動。頭部移動可被認為對應於相對於正前方的滾動、俯仰及偏航角,其中偏航由正常的自左至右頭部轉動產生,俯仰由頭部的自上而下點頭運動產生,而滾動由頭部的左右運動產生。人眼的眼球轉動範圍係向上約+25度,向下約-30度,且向左向右約±45度。眼球轉動用於將最具關注的自然場景部位的視網膜影像置放於視網膜中央凹上,該視網膜中央凹係視網膜的具有最高解析度的子區域,視網膜中央凹在視野中提供約1度至2度的角度範圍(與整個視網膜的視野的約18度(亦即,黃斑)相比)。此外,眼睛自然地四處移動(掃視運動),其使眼睛保持移動以避免飽和及無應答性的影響。因此,眼睛不斷地環視場景,同時大腦進行影像處理,此抵消了眼睛運動的模糊效應。Normal human vision involves a series of movements of the head from the spine and rotation of the eyes in their sockets. Head movement can be thought of as corresponding to roll, pitch, and yaw angles relative to straight ahead, with yaw resulting from normal left-to-right head rotation, pitch resulting from top-to-bottom nodding motion of the head, and roll resulting from side-to-side motion of the head. The range of eye movement in the human eye is approximately +25 degrees upward, approximately -30 degrees downward, and approximately ±45 degrees left and right. Eye movement is used to place the retinal image of the part of the natural scene that is of greatest concern on the fovea, which is the subregion of the retina with the highest resolution, providing an angular range of approximately 1 to 2 degrees in the field of vision (compared to the approximately 18 degrees of the field of vision of the entire retina (i.e., the macula)). Furthermore, the eyes naturally move around (scanning movements), which keeps the eyes moving to avoid the effects of saturation and unresponsiveness. Thus, the eyes are constantly looking around the scene while the brain performs image processing, which counteracts the blurring effects of eye movement.
對於單眼視覺,若人們考慮到自該自然場景中的給定點發出的光,則該光實際上將係以該點為原點的球面波。球面波衝擊眼睛前部,通過角膜、瞳孔及眼晶狀體並達至視網膜。眼晶狀體的折射力由睫狀肌調節,以在視網膜上形成場景光的聚焦影像。眼晶狀體接收波前,該波前具有特定中心角及曲率半徑。在來自該自然場景中的遠點(實際上無限遠距離)的光的情況下,波可被視為作為平面波進入眼睛,亦即,波前係平面波前。對於大多數個體的單眼視覺感知,無限遠距離係高於約4公尺或5公尺的任何距離。自此遠點入射的光與眼軸所成的角度決定了光落在視網膜上的位置。在來自該自然場景中的較近點的光的情況下,波以有限曲率半徑進入眼睛,此由眼睛的調節在單眼視覺中感知。眼睛將進行調節,亦即,調節其焦點,以將來自較近點的光帶至視網膜上的清晰焦點。人腦將調節量與物距聯繫起來,因此產生了距離知覺。(距離知覺亦考慮到雙眼視覺的輻輳效應)。For monocular vision, if one considers light emanating from a given point in the natural scene, the light will actually be a spherical wave with its origin at that point. The spherical wave strikes the front of the eye, passes through the cornea, pupil and lens of the eye and reaches the retina. The refractive power of the lens of the eye is modulated by the ciliary muscles to form a focused image of the scene light on the retina. The lens of the eye receives the wavefront, which has a specific central angle and radius of curvature. In the case of light from a distant point in the natural scene (effectively at infinite distance), the wave can be considered to enter the eye as a plane wave, that is, the wavefront is a plane wavefront. For monocular vision perception of most individuals, infinite distance is any distance above about 4 or 5 meters. The angle that the incident light from this distant point makes with the eye axis determines where the light falls on the retina. In the case of light coming from a closer point in the natural scene, the wave enters the eye with a finite radius of curvature, which is perceived in monocular vision by the accommodation of the eye. The eye will accommodate, that is, adjust its focus, to bring the light from the closer point to a sharp focus on the retina. The brain associates the amount of accommodation with the distance of the object, thus creating the perception of distance. (Distance perception also takes into account the radiation effects of binocular vision).
因此,對於單眼視覺,我們可將自然場景視為單眼視野中的不同位置處的點光源的集合,其中每一點的3D部位資訊由光的輸入角度(亦即,單眼視野中的2D位置)及光在眼睛中的曲率半徑(亦即,深度)編碼。除3D部位資訊外,情況當然如此:來自每一點的光另外攜帶強度資訊及顏色資訊。Thus, for monocular vision, we can view a natural scene as a collection of point light sources at different locations in the monocular field of view, where the 3D position information for each point is encoded by the input angle of the light (i.e., the 2D position in the monocular field of view) and the radius of curvature of the light in the eye (i.e., depth). In addition to the 3D position information, this is of course the case: the light from each point also carries intensity information and color information.
在諸如AR及VR的近眼顯示系統中,術語『動眼框』(或眼睛運動框)用於指眼睛接收影像的可接受視圖的體積,無論該影像是真實影像抑或是虛擬影像。動眼框的簡單定義係在考慮到在人類視覺中,眼睛不斷移動以聚焦於視野(field of view,FOV)內的不同區域上的事實的情況下,對於標準瞳孔大小,整個FOV可見的3D體積。AR或VR護目鏡中的動眼框的規定尺寸通常大於瞳孔的理論移動範圍,以涵蓋對準公差及人與人之間的瞳孔距離變化。 非線性光學(NONLINEAR OPTICAL,NLO)材料 In near-eye display systems such as AR and VR, the term "oculomotor frame" (or eye movement frame) is used to refer to the volume of the acceptable view that the eye receives an image, whether that image is real or virtual. A simple definition of the oculomotor frame is the 3D volume visible across the field of view (FOV) for a standard pupil size, taking into account the fact that in human vision, the eye is constantly moving to focus on different areas within the FOV. The specified size of the oculomotor frame in AR or VR goggles is usually larger than the theoretical movement range of the pupil to account for alignment tolerances and variations in pupil distance between people. NONLINEAR OPTICAL (NLO) Materials
NLO材料中的一種非線性混合利用了二階非線性X(2)。對於非線性混合,存在能量守恆,此意謂由非線性混合產生的光子的能量取決於輸入光束的光子的能量的相加,此在給定了普朗克(Planck)關係的情況下意謂產品光頻率由輸入光束頻率的頻率之和或之差給出。One type of nonlinear mixing in NLO materials exploits the second-order nonlinearity X(2). For nonlinear mixing, energy conservation exists, which means that the energy of the photons produced by nonlinear mixing depends on the addition of the energies of the photons of the input beams, which means that the product light frequency is given by the sum or difference of the frequencies of the input beams given the Planck relation.
相位匹配因NLO材料的折射率的波長相關性而出現。本發明的實施例中使用的相位匹配類型被稱為非共線相位匹配。當具有不同傳播方向的兩個(或更多個)光束交叉以形成位於相位匹配NLO材料中的光束相交區時,發生了非共線相位匹配。相位匹配確保由非線性混合產生的產品光束的波向量係輸入光束的波向量(及補償光柵k向量)的向量和。術語非共線相位匹配用於與術語共線相位匹配形成對比,共線相位匹配係指兩個輸入光束在空間上重疊且共同傳播,使得輸入光束及產品光束的波向量皆在同一方向上的情況。兩個輸入光束的非共線混合可由產品光束與兩個輸入光束中的每一者之間的兩個對向角表徵,該兩個對向角相加起來為兩個輸入光束之間的交叉角,亦即,光束交叉角。在具有相等量值(亦即,相等波長)的波向量的兩個輸入光束的情況下,兩個角度相等,且有可能將該角度稱為光束交叉半角。Phase matching occurs due to the wavelength dependence of the refractive index of the NLO material. The type of phase matching used in embodiments of the present invention is called non-collinear phase matching. Non-collinear phase matching occurs when two (or more) beams with different propagation directions cross to form a beam intersection region located in a phase-matched NLO material. Phase matching ensures that the wave vector of the product beam resulting from nonlinear mixing is the vector sum of the wave vectors of the input beams (and the compensation grating k-vector). The term non-collinear phase matching is used to contrast with the term collinear phase matching, which refers to the situation where the two input beams overlap in space and propagate together so that the wave vectors of the input beams and the product beam are all in the same direction. The non-collinear mixing of two input beams can be characterized by two subtended angles between the product beam and each of the two input beams, which add up to the crossing angle between the two input beams, i.e., the beam crossing angle. In the case of two input beams with wave vectors of equal magnitude (i.e., equal wavelength), the two angles are equal, and it is possible to refer to the angle as the beam crossing half-angle.
實務上,相位匹配通常用被稱為準相位匹配(quasi-phase matching,QPM)的方法來實現,除非雙折射材料極薄,否則該方法克服了雙折射材料中的折射率的色散的相位失配不允許相位匹配的事實。NLO材料被結構化為對其非線性性質進行空間調變,通常使用週期性極化來創建具有二階非線性X(2)的交替符號的線性光柵結構。對於非共線混合,QPM NLO材料的相位匹配要求需要考慮到輸入光束中的每一者穿過QPM NLO材料的角度。此處,應當注意,非共線混合所需的極化週期將小於共線混合所需的極化週期,此係由於只有輸入光束中的每一者的波向量的分量將處於極化方向上。In practice, phase matching is often achieved using a method known as quasi-phase matching (QPM), which overcomes the fact that the phase mismatch of the dispersion of the refractive index in the birefringent material does not allow phase matching unless the birefringent material is extremely thin. The NLO material is structured to spatially modulate its nonlinear properties, typically using periodic polarization to create a linear grating structure with alternating sign of the second-order nonlinearity X(2). For noncollinear mixing, the phase matching requirements of the QPM NLO material need to take into account the angle at which each of the input beams passes through the QPM NLO material. Here, it should be noted that the polarization period required for noncollinear mixing will be smaller than that required for collinear mixing, since only the component of the wave vector of each of the input beams will be in the polarization direction.
可使用習知雙折射NLO材料。若NLO材料係準相位匹配的,則可使用習知無機NLO材料,尤其係鐵電的氧化物,可藉由週期性極化來使該氧化物圖案化。實例係用於產生週期性極化(periodically poled,PP)鈮酸鋰(periodically poled lithium niobate,PPLN)的鈮酸鋰(lithium niobate,LN)、摻雜氧化鎂的週期性極化鈮酸鋰(PPMgOLN)、用於產生PPLT的鉭酸鋰(lithiumtantalate,LT)及用於產生PPKTP的磷酸鈦氧鉀(KTP)。眾所周知,藉由電場極化來實現利用QPM結構(例如線性光柵)來對鐵電NLO材料進行微結構化。亦可使用最近開發的被稱為取向圖案化的技術來處理一些非鐵電材料,以對它們的非線性性質進行空間調變,該等非鐵電材料諸如為III-V閃鋅礦半導體晶體,例如GaAs。雖然經取向圖案化的GaAs在可見範圍內係不透明的,但可使用其他透明的材料(例如經取向圖案化的GaN)。此外,除使用諸如以上材料的無機材料外,極化的NLO材料亦可為有機材料(或適當地非中心對稱的有機材料層)。同樣值得說明的係,可實現層的電場極化。 對各圖的描述 Known birefringent NLO materials can be used. If the NLO material is quasi-phase matched, known inorganic NLO materials can be used, in particular ferroelectric oxides, which can be patterned by periodic polarization. Examples are lithium niobate (LN) to produce periodically polarized (PP) lithium niobate (PPLN), periodically polarized lithium niobate doped with magnesium oxide (PPMgOLN), lithium tantalate (LT) to produce PPLT, and potassium titanium oxyphosphate (KTP) to produce PPKTP. It is known that ferroelectric NLO materials can be microstructurized using QPM structures (e.g. linear gratings) by electric field polarization. Some non-ferroelectric materials, such as III-V zirconite semiconductor crystals such as GaAs, can also be processed using a recently developed technique called orientation patterning to spatially modulate their nonlinear properties. Although orientation patterned GaAs is opaque in the visible range, other transparent materials (e.g. orientation patterned GaN) can be used. Furthermore, in addition to using inorganic materials such as the above, the polarized NLO material can also be an organic material (or a suitably non-centrosymmetric layer of an organic material). It is also worth noting that electric field polarization of the layer can be achieved. Description of Figures
第 1 圖示出了人眼如何接收影像的圖,人眼示出具有瞳孔170的眼球160。眼睛接收到經說明為『火柴人』的物件180的影像。自物件180散射的光在瞳孔170處經接收且接著被眼晶狀體聚焦至眼球後部的視網膜,在該視網膜處,該光被視桿細胞及視錐細胞偵測到。該光可被視為光線184。通常,眼球180與物件之間的距離至少為15 cm (左右),其表示眼睛的近點。距離可大得多;例如,就星光而言,該距離為數百萬公里或更長。該距離可能較『大』的事實由線186指示,以表示圖中標度的不連續性。自物件散射的光可由波前188表示,其插圖經示出為190。每一波前被光的一種波長λ分離。在給定波前上的任意兩點(此處經指示為ϕ_1及ϕ_2)之間存在所定義的相位關係。在該圖中,波前經示出為以對應於與物件180相距的距離192的波前曲率彎曲。人眼的晶狀體在肌肉控制(睫狀肌)下改變形狀,且所採取的形狀產生入射(通常為彎曲波前)的聚焦,使得視野的所需部分在視網膜上清晰聚焦。 FIG. 1 is a diagram of how an image is received by the human eye, which shows an eyeball 160 with a pupil 170. The eye receives an image of an object 180, illustrated as a 'stick man'. Light scattered from the object 180 is received at the pupil 170 and then focused by the lens of the eye to the retina at the back of the eyeball, where it is detected by rod cells and cone cells. The light can be seen as light line 184. Typically, the distance between the eyeball 180 and the object is at least 15 cm (or so), which represents the near point of the eye. The distance can be much greater; for example, in the case of starlight, the distance is millions of kilometers or more. The fact that the distance can be 'large' is indicated by line 186 to represent the discontinuity of the scale in the diagram. Light scattered from an object can be represented by wavefronts 188, an inset of which is shown as 190. Each wavefront is separated by a wavelength λ of light. There is a defined phase relationship between any two points on a given wavefront, here indicated as φ_1 and φ_2. In the figure, the wavefront is shown to bend with a wavefront curvature corresponding to a distance 192 from the object 180. The lens of the human eye changes shape under muscle control (the ciliary muscle), and the shape adopted produces a focus of the incident (usually curved wavefront) so that the desired portion of the visual field is in sharp focus on the retina.
第 2 圖示出了眼睛160、物件180,物件180配置於與眼睛160相距的距離192處,該距離係大的。眼鏡片20配置於眼睛的前面。自物件180散射的已通過眼鏡片的光與波前188相關聯。示出了自點A及B發出的兩組光線。相對於眼睛160的主視軸,點A在軸上,而點B離軸。入射於眼睛上的光經由如受虹膜172控制的瞳孔進入眼睛。自點A及B發出的光線與各別波前188A及188B相關聯且分別在兩個不同的點190A及190B處被眼晶狀體166聚焦於視網膜168上。光線與眼睛的視軸所成的角度決定了影像在視網膜上形成的位置,而波前曲率決定了焦點的位置。 FIG. 2 shows an eye 160, an object 180, and the object 180 is disposed at a distance 192 from the eye 160, which is large. The eyeglass lens 20 is disposed in front of the eye. Light scattered from the object 180 that has passed through the eyeglass lens is associated with a wavefront 188. Two sets of light rays are shown emanating from points A and B. With respect to the main visual axis of the eye 160, point A is on the axis and point B is off the axis. Light incident on the eye enters the eye through the pupil as controlled by the iris 172. Light rays emanating from points A and B are associated with respective wavefronts 188A and 188B and are focused by the eye lens 166 onto the retina 168 at two different points 190A and 190B, respectively. The angle that the light makes with the eye's visual axis determines where the image is formed on the retina, while the curvature of the wavefront determines the location of the focus.
第 3 圖示出了自接近眼球的點源發射的光將具有無法與來自自然場景的光的波前曲率匹配的波前曲率。示出了眼球160及遠處物件180。來自物件180的光的波前曲率對應於與物件相距的距離,該距離係『大』的。一塊光學材料(眼鏡片) 20靠近眼球且經示出為容置點光源192。該點源192可為來自光學材料(諸如染料或稀土元素)的螢光或散射點(諸如來自灰塵顆粒)。點源將產生以點源192為中心的具有相關聯的曲率半徑的波前188。因為點源極為靠近眼球(例如大約1 cm),所以當光進入眼睛時,光的曲率半徑將較小。此產生了兩個待解決問題。首先,自點源192發出的波前過於分散以致於無法被眼晶狀體聚焦(亦即,眼睛不能在視網膜上產生清晰影像)。其次,自點源188發出的波前的曲率半徑將與來自例如物件180的自然場景光的曲率半徑極為不同。為了解決第一個問題,曲率半徑必須具有高於使眼睛能夠將影像聚焦於視網膜上所需的臨限值的值。為了解決第二個問題,若AR光源在光學材料上創造物件,則為了獲得令人信服的視覺效果,需要使表示虛擬物件的光的曲率半徑與在虛擬物件係真實物件的情況時的曲率半徑相同或大致相同。舉例而言,若真實場景係具有球洞的高爾夫球場綠地,而虛擬物件係被推入球洞的高爾夫球,則表示高爾夫球的波前的曲率半徑需要與呈現高爾夫球的位置附近的真實場景的曲率半徑匹配。此匹配使距離知覺對於觀看者而言變得逼真。此匹配對於愉快的觀看體驗亦係重要的,此係由於已知因眼睛聚焦的點(調節)與兩隻眼睛的視軸針對雙眼視覺交叉的點(輻輳)之間的自然匹配被破壞而導致的在單個場景中呈現給觀看者的波前曲率之間的大差異係令人不快的。此被稱為輻輳調節衝突,其會誘發頭痛及噁心的感覺,類似於暈動症。在該上下文中,應當注意,在AR (或MR)系統中,面朝外的相機與諸如LiDAR的距離量測裝置的組合可用於勘測場景且獲得關於場景中的虛擬物件的適當佈局的相關資訊。AR頭戴式耳機可能希望將新物件的影像疊加於自然場景上。此可為疊加自然場景中不存在的物件(例如示出兩個網球運動員進行疊加於空網球場的自然場景上的比賽)。AR頭戴式耳機亦可能希望用虛擬物件替換場景中的真實物件的影像(例如用恐龍的影像替換自然場景中的農場動物的影像)。 FIG. 3 shows that light emitted from a point source close to the eye will have a wavefront curvature that does not match the wavefront curvature of light from a natural scene. An eyeball 160 and a distant object 180 are shown. The wavefront curvature of the light from the object 180 corresponds to the distance from the object, which is "large". A piece of optical material (lens) 20 is close to the eyeball and is shown as housing a point light source 192. The point source 192 can be fluorescence from an optical material (such as a dye or rare earth element) or a scattering point (such as from dust particles). The point source will produce a wavefront 188 with an associated radius of curvature centered on the point source 192. Because the point source is very close to the eyeball (e.g., about 1 cm), the radius of curvature of the light will be small when it enters the eye. This creates two problems to be solved. First, the wavefront emitted from point source 192 is too dispersed to be focused by the eye lens (i.e., the eye cannot produce a sharp image on the retina). Second, the radius of curvature of the wavefront emitted from point source 188 will be very different from the radius of curvature of natural scene light from, for example, object 180. To solve the first problem, the radius of curvature must have a value higher than the threshold value required for the eye to be able to focus an image on the retina. To address the second problem, if the AR light source creates an object on an optical material, then in order to obtain a convincing visual effect, the radius of curvature of the light representing the virtual object needs to be the same or approximately the same as the radius of curvature if the virtual object is a real object. For example, if the real scene is a golf course green with a hole, and the virtual object is a golf ball being pushed into the hole, the radius of curvature of the wavefront representing the golf ball needs to match the radius of curvature of the real scene near the location where the golf ball is presented. This match makes the distance perception realistic for the viewer. This match is also important for a pleasant viewing experience, since large differences in the curvature of the wavefront presented to the viewer in a single scene are known to be unpleasant due to the disruption of the natural match between the point where the eyes focus (accommodation) and the point where the visual axes of the two eyes cross for binocular vision (radius). This is called radius-accommodation conflict, which can induce feelings of headache and nausea, similar to motion sickness. In this context, it should be noted that in AR (or MR) systems, a combination of outward-facing cameras and distance measurement devices such as LiDAR can be used to survey the scene and obtain relevant information about the appropriate layout of virtual objects in the scene. An AR headset may wish to superimpose images of new objects onto a natural scene. This may be to superimpose objects that are not present in the natural scene (e.g. showing two tennis players playing a game superimposed onto a natural scene of an empty tennis court). An AR headset may also wish to replace images of real objects in the scene with virtual objects (e.g. replacing images of farm animals in a natural scene with images of dinosaurs).
第 4 圖係說明本發明的實施例所使用的操作原理的示意圖。示出了具有視網膜168的眼睛160。呈具有正(近端)面及背(遠端)面的眼鏡片形式的一塊透明(在可見範圍內) NLO材料100在頂點距離處配置於眼睛前面。自正面朝向佩戴者的眼睛離開光譜鏡片的光在近端或向內方向上傳播。自背面離開光譜鏡片進入環境中的光在遠端或向外方向上傳播。我們憑藉其格式將鏡片稱為眼鏡片,但此並不暗示該鏡片具有任何視力矯正功能。 FIG . 4 is a schematic diagram illustrating the operating principles used by an embodiment of the present invention. An eye 160 having a retina 168 is shown. A piece of transparent (in the visible range) NLO material 100 in the form of an eyeglass lens having a front (proximal) face and a back (distal) face is disposed in front of the eye at a vertex distance. Light that leaves the spectacle lens from the front face toward the wearer's eye propagates in a proximal or inward direction. Light that leaves the spectacle lens from the back face into the environment propagates in a distal or outward direction. We refer to the lens as an eyeglass lens by virtue of its format, but this does not imply that the lens has any vision correction function.
第一輸入光束70及第二輸入光束76經輸入至NLO材料100中且交叉,從而在NLO材料100內形成相交區。此係非共線幾何形狀。第一輸入光束70及第二輸入光束76具有各別第一頻率及第二頻率。第一頻率及第二頻率可彼此相同或不同。在相交區中,藉由和頻產生(sum frequency generation,SFG)而發生非線性混合,且產生產品光束。產品光束具有等於第一頻率及第二頻率之和的和頻。 The first input beam 70 and the second input beam 76 are input into the NLO material 100 and cross, thereby forming an intersection region in the NLO material 100. This is a non-collinear geometry. The first input beam 70 and the second input beam 76 have respective first and second frequencies. The first and second frequencies may be the same or different from each other. In the intersection region, nonlinear mixing occurs by sum frequency generation (SFG), and a product beam is generated. The product beam has a sum frequency equal to the sum of the first and second frequencies.
藉由非線性混合在相交區中產生的產品光束實際上係點源,且因而,產生其自身的波前84,該波前84具有將產品光束光發送至瞳孔的波向量方向。產品光束僅在光束重疊的位置(亦即,在相交區中)中產生。NLO材料可被選擇為對可見光透明,且因此觀看者可『透視』該材料,如將為AR允許合成場景影像疊加於自然場景上所需的,如具有波前188的物件180示意性地示出的,該波前188較遠(由不連續性186表示。 The product beam produced by nonlinear mixing in the intersection region is effectively a point source, and thus, produces its own wavefront 84 with a wavevector direction that sends the product beam light to the pupil. Product beams are only produced where the beams overlap (i.e., in the intersection region). The NLO material can be chosen to be transparent to visible light, and so a viewer can "see through" the material, as would be required for AR to allow synthetic scene images to be superimposed on natural scenes, as schematically shown by object 180 having a wavefront 188 that is farther away (indicated by discontinuity 186.
如所提出的,由非線性混合產生的擴展源的物理特性與由來自螢光材料的投射或發射產生的擴展源的物理特性的不同之處在於,藉由交叉光束進行非線性混合允許波前產生及相位匹配,此可例如用準相位匹配來實現,從而可在原則上具有任何所需曲率半徑的相交區中產生產品光束。 As proposed, the physics of an expanded source produced by nonlinear mixing differs from that produced by projection or emission from a fluorescent material in that nonlinear mixing by crossing beams allows wavefront generation and phase matching, which can be achieved, for example, by quasi-phase matching, so that product beams can be produced in the intersection region with in principle any desired radius of curvature.
可以多種不同的方式在NLO材料中產生合成場景影像。一個選項係移動第一輸入光束及第二輸入光束,如附圖標記71及77所指示,使得光束交叉的角度係影像產生區域上的位置的函數,以將合成場景影像「寫入」NLO材料中。為了實現此情形,可能需要改變輸入光束進入NLO材料的進入點。若第一輸入光束及第二輸入光束在相交角及振幅上經適當調變,則可例如使用某種光柵化來建立合成場景影像。另一選項係為一個或兩個輸入光束提供圖案化橫截面,例如2D振幅調變,使得當兩個輸入光束在相交區中混合時,藉由兩個輸入光束橫截面及它們的角譜的靜態疊加來創造完整物件。該兩種方法的組合可與掃描及光束剖面調變的混合一起使用。在藉由相位匹配非線性製程來產生合成場景影像的光的一般概念內,應當進一步注意,由此非線性混合產生的波前84可經給定所需方向以及所需曲率半徑,所需方向正朝向眼球,如所說明的。 A synthetic scene image can be generated in an NLO material in a number of different ways. One option is to move the first input beam and the second input beam, as indicated by reference numerals 71 and 77 in the figure, so that the angle at which the beams intersect is a function of the position on the image generation area to "write" the synthetic scene image into the NLO material. To achieve this, it may be necessary to change the entry point of the input beams into the NLO material. If the first input beam and the second input beam are appropriately modulated in intersection angle and amplitude, the synthetic scene image can be created, for example, using some kind of rasterization. Another option is to provide one or both input beams with a patterned cross-section, such as a 2D amplitude modulation, so that when the two input beams mix in the intersection area, a complete object is created by the static superposition of the two input beam cross-sections and their angular spectra. A combination of these two methods can be used with a mix of scanning and beam profile modulation. Within the general concept of light producing synthetic scene images by a phase-matched nonlinear process, it should be further noted that the wavefront 84 produced by this nonlinear mixing can be given a desired direction and a desired radius of curvature, the desired direction being towards the eye, as illustrated.
總之,在視網膜168上創建影像,該影像將來自該自然場景的波前188與在鏡片中產生的合成場景影像的波前84組合,其中兩個波前具有相同或類似的曲率半徑。 In summary, an image is created on the retina 168 that combines the wavefront 188 from the natural scene with the wavefront 84 of the synthetic scene image produced in the lens, where the two wavefronts have the same or similar radius of curvature.
第 5 圖示出了準相位匹配(quasi-phase matching,QPM)的關鍵概念。QPM係可經由被稱為週期性極化的方法在某些非線性晶體中施加的性質。藉由週期性極化來處理鐵電非線性晶體,以便創建週期性域結構,該週期性域結構對晶體的非線性磁化率的符號進行調變,使得當光在晶體內沿著某一方向傳播時,其使正與負交替。因此,週期性極化模擬了將雙折射材料的切片一起接合成具有交替結晶取向的堆疊的效果,此當然係不實際的,至少對於除極遠紅外或微波區中的極長波長之外的任何事物皆係不實際的。最常用於週期性極化的鐵電材料係鈮酸鋰,其在週期性極化之後被稱為週期性極化鈮酸鋰(periodically poled lithium niobate,PPLN)。另一種材料係週期性極化磷酸鈦氧鉀(PPKTP)。最近,已經開發了被稱為取向圖案化的技術以允許非鐵電材料的週期性極化,該等非鐵電材料諸如為III-V閃鋅礦半導體晶體,諸如GaAs。除使用諸如以上材料的無機材料外,極化的NLO材料亦可為有機材料。 Figure 5 illustrates the key concept of quasi-phase matching (QPM). QPM is a property that can be imposed in certain nonlinear crystals via a process called periodic poling. A ferroelectric nonlinear crystal is treated by periodic poling to create a periodic domain structure that modulates the sign of the nonlinear magnetic susceptibility of the crystal so that it alternates positive and negative as light propagates along a certain direction within the crystal. Periodic poling thus simulates the effect of joining slices of birefringent material together into a stack with alternating crystallographic orientations, which is of course not practical, at least for anything other than the very long wavelengths in the extreme far infrared or microwave region. The ferroelectric material most commonly used for periodic polarization is lithium niobate, which after periodic polarization is called periodically poled lithium niobate (PPLN). Another material is periodically polarized potassium titanium oxyphosphate (PPKTP). Recently, a technique called orientation patterning has been developed to allow periodic polarization of non-ferroelectric materials, such as III-V zinc blend semiconductor crystals such as GaAs. In addition to using inorganic materials such as the above materials, the polarized NLO materials can also be organic materials.
如該圖的上部部分中所說明,QPM NLO材料200包括分別具有『上』域202及『下』域204的一系列可替代層。因為材料的色散(折射率隨波長的變化)由於相位失配而阻止了高效的非線性混合,所以材料以此方式經結構化。此經示出於該圖的中間部分中,其示出了折射率n如何取決於波長λ。一般而言,常用NLO材料的折射率隨著波長的增加而降低(被稱為正常色散)。在SFG中,涉及了三種波長。第一波長λ_1及第二波長λ_2混合以產生第三波長λ_3,其波長使得能量守恆。非線性混合(在此情況下為和頻混合)的波長被設置為使得 1/λ_3 = 1/λ_1 + 1/λ_2 此對應於能量守恆。 As illustrated in the upper portion of the figure, the QPM NLO material 200 comprises a series of alternative layers having an 'upper' domain 202 and a 'lower' domain 204, respectively. The material is structured in this way because the dispersion (variation of the refractive index with wavelength) of the material prevents efficient nonlinear mixing due to phase mismatch. This is shown in the middle portion of the figure, which shows how the refractive index n depends on the wavelength λ. In general, the refractive index of commonly used NLO materials decreases with increasing wavelength (known as normal dispersion). In SFG, three wavelengths are involved. A first wavelength λ_1 and a second wavelength λ_2 mix to produce a third wavelength λ_3, whose wavelength is such that energy is conserved. The wavelengths of the nonlinear mixing (in this case sum frequency mixing) are set such that 1/λ_3 = 1/λ_1 + 1/λ_2 This corresponds to energy conservation.
因為折射率隨波長而變化,所以在三個光波向量之間存在相位失配。波向量由下式給出: K_i = 2 * π n_i / λ_i 其中 n_i係在波長i下的NLO材料的折射率,且 λ_i係波長。 Because the refractive index varies with wavelength, there is a phase mismatch between the three optical wave vectors. The wave vectors are given by: K_i = 2 * π n_i / λ_i where n_i is the refractive index of the NLO material at wavelength i, and λ_i is the wavelength.
波向量匹配圖經示出於該圖的下部部分中,其中K_3 (長於K_1及K_2的向量和。此差異因為在λ_3下的折射率n_3大於在波長λ_1及λ_2下的折射率n_1及n_2而出現。k_vector失配係K_G。在準相位匹配中,QPM結構200的週期被設置為使得 Lg = 2 * π/ K_G. 其中Lg係QPM週期。應當強調,在本論述中,假設波在同一方向上共同傳播。 The wave vector matching diagram is shown in the lower part of the figure, where K_3 (longer than the vector sum of K_1 and K_2. This difference occurs because the refractive index n_3 at λ_3 is larger than the refractive indices n_1 and n_2 at wavelengths λ_1 and λ_2. The k_vector mismatch is K_G. In quasi-phase matching, the period of the QPM structure 200 is set so that Lg = 2 * π/ K_G. where Lg is the QPM period. It should be emphasized that in this discussion, the waves are assumed to propagate together in the same direction.
第 6 圖示出了極化的NLO材料的更複雜的幾何形狀。代替作為簡單線性光柵結構的準相位匹配結構,藉由使區域性區極化以使它們的域在自然具有指向相反方向的『下』域的非線性晶體中向上指向圖式的平面之外(『上』域)來處理非線性晶體。極化區的形狀可有利地遵循NLO材料的晶體對稱性,因此例如在LiNbO3的情況下可為六邊形。所說明的圖案係六方最密堆積(hexagonal close packing,HCP)圖案中的圓形極化域,但可選擇任何其他分佈,例如正方形或矩形域的正方形或矩形堆積。此外,圖案化可為非週期性的。該圖將實體結構示出為具有表示二維極化的週期的兩個向量a_1及a_2。亦示出了兩個相關聯的K_G基向量b_1及b_2。應當注意,此等可用於非共線波混合中的相位匹配相互作用,從而可使用角度的其他選擇。所需要的係存在合適的非線性光柵向量,該等非線性光柵向量允許相位匹配圖產生被適當引導(亦即,引導至眼睛的瞳孔)的產品光束。 Figure 6 shows a more complex geometry of a polarized NLO material. Instead of a quasi -phase matching structure, which is a simple linear grating structure, a nonlinear crystal is processed by polarizing the regional regions so that their domains point upward out of the plane of the pattern (the 'up' domains) in a nonlinear crystal that naturally has 'down' domains pointing in opposite directions. The shape of the polarized regions may advantageously follow the crystallographic symmetry of the NLO material and may thus be hexagonal, for example, in the case of LiNbO3. The pattern illustrated is of circular polarized domains in a hexagonal close packing (HCP) pattern, but any other distribution may be chosen, such as a square or rectangular stacking of square or rectangular domains. Furthermore, the patterning may be non-periodic. The figure shows the physical structure as having two vectors a_1 and a_2 representing the period of the two-dimensional polarization. The two associated K_G basis vectors b_1 and b_2 are also shown. It should be noted that these can be used for phase matching interactions in non-collinear wave mixing, so that other choices of angles can be used. All that is required is the presence of suitable non-linear grating vectors that allow the phase matching pattern to produce a product beam that is properly directed (i.e., directed to the pupil of the eye).
第 7 圖係一塊NLO材料100的一部分的示意圖,其中NLO材料就其二階非線性而言在區108中經空間調變,以提供與交叉的輸入光束70、76的準相位匹配。QPM區108示意性地經說明為線性光柵。第一輸入光束70及第二輸入光束76自相對端被引入鏡片中且經由一或多次反射(例如來自NLO材料100的內表面及外表面的全內反射)傳播(對於第一輸入光束70及第二輸入光束76中的每一者,說明了來自外表面的一次反射,直至該第一輸入光束70及該第二輸入光束76在與QPM區108重疊的相交區中交叉為止。在QPM區108中滿足準相位匹配條件,且藉由非線性波混合來產生產品光束84,以產生朝向眼球160的瞳孔170傳播的波前。 7 is a schematic diagram of a portion of a block of NLO material 100 wherein the NLO material is spatially modulated in region 108 with respect to its second order nonlinearity to provide quasi-phase matching with crossed input beams 70 , 76. The QPM region 108 is schematically illustrated as a linear grating. The first input beam 70 and the second input beam 76 are introduced into the lens from opposite ends and propagate through one or more reflections (for example, total internal reflection from the inner and outer surfaces of the NLO material 100) (for each of the first input beam 70 and the second input beam 76, one reflection from the outer surface is illustrated) until the first input beam 70 and the second input beam 76 cross in an intersection region overlapping the QPM zone 108. The quasi-phase matching condition is met in the QPM zone 108, and the product beam 84 is generated by nonlinear wave mixing to produce a wavefront that propagates toward the pupil 170 of the eyeball 160.
第 8 圖示出了輸入光束相交區的另一表示。第一輸入光束84及第二輸入光束85具有各別波向量k_1及k_2,從而產生具有波向量k_g的產品光束,波向量k_g係k_1及k_2的向量和。理想地,為了獲得最大轉換效率,k_1及k_2的向量和(亦即,k_g)應恰好等於與QPM光柵週期K_G相關聯的波向量。相位匹配向量圖經示出於右圖中。應當注意,可藉由簡單三角學自輸入波向量k_1及k_2中且考慮到NLO材料的色散特性來計算所需的QPM光柵週期的週期。 FIG8 shows another representation of the input beam intersection region. The first input beam 84 and the second input beam 85 have respective wave vectors k_1 and k_2, resulting in a product beam having a wave vector k_g, which is the vector sum of k_1 and k_2. Ideally, for maximum conversion efficiency, the vector sum of k_1 and k_2 (i.e., k_g) should be exactly equal to the wave vector associated with the QPM grating period K_G. A phase matching vector diagram is shown in the figure to the right. It should be noted that the period of the required QPM grating period can be calculated by simple trigonometry from the input wave vectors k_1 and k_2 and taking into account the dispersion properties of the NLO material.
第 9 圖係包含NLO材料層100的顯示面板的示意圖。可看出,藉由來自形成於NLO材料層的正面及背面的鏡層的多次反射來引導第一輸入光束70及第二輸入光束76穿過顯示面板100,使得光束70、76在相交區110中彼此交叉且藉由非線性混合來產生產品光束波前84。亦應當理解,使光束70、76聚焦於相交區110處。遠處物件180配置於與眼睛相距幾公尺的地方,由不連續性186指示。自然光自遠處物件180朝向眼睛160散射。因此,表示合成場景的產品光束光疊加於來自該自然場景光的光上。光通過瞳孔170且傳入眼睛160,以在視網膜上形成融合的合成/自然場景影像。 FIG . 9 is a schematic diagram of a display panel including a layer of NLO material 100. It can be seen that a first input light beam 70 and a second input light beam 76 are guided through the display panel 100 by multiple reflections from mirror layers formed on the front and back sides of the NLO material layer, such that the light beams 70, 76 intersect each other in an intersection region 110 and produce a product beam wavefront 84 by nonlinear mixing. It should also be understood that the light beams 70, 76 are focused at the intersection region 110. A distant object 180 is disposed several meters from the eye, indicated by discontinuity 186. Natural light is scattered from the distant object 180 toward the eye 160. Therefore, the product beam light representing the synthetic scene is superimposed on the light from the natural scene light. The light passes through the pupil 170 and into the eye 160 to form a fused synthetic/natural scene image on the retina.
第 10 圖示出了具有多層結構的顯示面板,該多層結構包括NLO材料層100、前視鏡層136及後視鏡層130。前視鏡層及後視鏡層在輸入光束的頻率下係反射性的,而在可見頻率內係透射性的。第一輸入光束的兩條不同的輸入光束路徑70A、70B經示出為說明可如何改變輸入光束被引入顯示面板中的角度及位置(θ, z),從而改變輸入光束與相交區交叉的角度。後視鏡層138覆蓋顯示面板的中心部分,但不覆蓋顯示面板的正面的左端部分。第一輸入光束以角度及位置(θ1, z1)或可替代地(θ2, z2)被引入該左端部分中。接著,第一輸入光束自前視鏡層136散射至後視鏡層138等上,從而穿過顯示面板到達含有QPM光柵結構108的相交區108。類似地,第二輸入光束在顯示面板(未示出)的右端部分處被引入且沿著光束路徑76A或76B到達相交區108。接著,第一輸入光束及第二輸入光束在QPM區108處以非共線幾何形狀彼此交叉且藉由和頻產生來產生產品光束。可僅僅藉由光線自需要相交區108的點往回跟蹤以及輸入光束應當以什麼角度與QPM區108交叉來計算用於引入輸入光束的所需位置及角度。由於每一光束的路徑長度因為改變將每一光束注入顯示面板中的角度及位置而發生變化,因此可調節位於顯示面板外部的鏡片或其他聚焦元件(未示出),以確保兩個光束70、76均保持聚焦於相交區108中。 FIG . 10 shows a display panel having a multi-layer structure including an NLO material layer 100, a front mirror layer 136, and a rear mirror layer 130. The front mirror layer and the rear mirror layer are reflective at the frequency of the input beam and transmissive within the visible frequency. Two different input beam paths 70A, 70B of the first input beam are shown to illustrate how the angle and position (θ, z) at which the input beam is introduced into the display panel can be changed, thereby changing the angle at which the input beam intersects the intersection area. The rear mirror layer 138 covers the center portion of the display panel, but does not cover the left end portion of the front face of the display panel. The first input beam is introduced into the left end portion at an angle and position (θ1, z1) or alternatively (θ2, z2). Next, the first input beam is scattered from the front mirror layer 136 onto the rear mirror layer 138, etc., thereby passing through the display panel to the intersection region 108 containing the QPM grating structure 108. Similarly, the second input beam is introduced at the right end portion of the display panel (not shown) and arrives at the intersection region 108 along the beam path 76A or 76B. Next, the first input beam and the second input beam intersect each other in a non-collinear geometry at the QPM region 108 and produce a product beam by sum frequency generation. The required position and angle for introducing the input beam can be calculated simply by tracing the light back from the point where the intersection region 108 is required and at what angle the input beam should intersect the QPM region 108. Because the path length of each light beam changes due to changing the angle and position at which each light beam is injected into the display panel, a lens or other focusing element (not shown) located outside the display panel can be adjusted to ensure that both light beams 70, 76 remain focused in the intersection region 108.
提供鏡層136、138允許在比當依賴於來自面板-空氣介面的全內反射時可能的角度範圍更寬的角度範圍內反射。此處,應當注意,若非線性混合製程係藉由頻率增加的,且假設影像形成於可見區中的常見情況,且進一步假設混合的光束的頻率相同或沒有太大的不同,則光束將處於紅外(infrared,IR)波長區中,使得反射塗層將被設計成高效地反射在光束的一(或多種)紅外波長下的光。Providing mirror layers 136, 138 allows reflection over a wider range of angles than is possible when relying on total internal reflection from the panel-air interface. Here, it should be noted that if the nonlinear mixing process is frequency-increased, and assuming the common case that the image is formed in the visible region, and further assuming that the frequencies of the mixed light beams are the same or not very different, then the light beams will be in the infrared (IR) wavelength region, so that the reflective coating will be designed to efficiently reflect light at one (or more) infrared wavelengths of the light beam.
任選地,第一輸入光束及第二輸入光束兩者均可自鏡片的同一端注入,且鏡片結構可被設計成使得第二光束自反射元件反射至圖的右側,且因此沿著路徑76A或76B彈回,如所說明。因此,應當瞭解,藉由適當地路由及/或掃描第一輸入光束及第二輸入光束,它們可以不同角度被引入以在鏡片中傳播,其中角度的變化需要不同引入點以確保相交區不移動。Optionally, both the first input beam and the second input beam may be injected from the same end of the lens, and the lens structure may be designed so that the second beam reflects from the reflective element to the right side of the figure, and thus bounces back along path 76A or 76B, as illustrated. It will therefore be appreciated that by appropriately routing and/or scanning the first input beam and the second input beam, they may be introduced at different angles to propagate in the lens, wherein changes in angle require different introduction points to ensure that the intersection region does not move.
應當瞭解,第一輸入光束及第二輸入光束只能在它們的各別角度的一個特定組合下與QPM NLO材料精確相位匹配。因此,掃描輸入光束以改變它們的角度將導致交叉的輸入光束與QPM NLO材料的相位匹配隨著角度與指定的最佳相位匹配角度的發散度增加而逐漸變得不太精確。因此,隨著此等角度遠離指定角度,轉換效率及因此混合產品光束光的強度將逐漸降低。由於轉換效率係光束角度的函數且因此將在例如藉由光柵化來掃描每一光束時變化,此可藉由光束強度在掃描期間的時間變化來進行補償,以確保合成場景影像上的產品光束光產生的強度標度不變。It will be appreciated that the first and second input beams can only be accurately phase matched to the QPM NLO material at one particular combination of their respective angles. Therefore, scanning the input beams to vary their angles will result in the phase matching of the crossed input beams to the QPM NLO material becoming progressively less precise as the divergence of the angles from the specified optimal phase matching angle increases. As a result, the conversion efficiency, and therefore the intensity of the mixed product beam light, will progressively decrease as such angles move away from the specified angles. Since the conversion efficiency is a function of the beam angles and will therefore vary as each beam is scanned, for example by rastering, this can be compensated for by temporal variation of the beam intensity during the scan to ensure that the intensity scale produced by the product beam light on the synthetic scene image remains constant.
通常亦較佳的係,使前視鏡層與後視鏡層之間的距離大到足以使反射(反彈)的次數保持於相對較低的數目,同時允許相對較大的反彈角θ。此減少了光斑(亦即,光束相交區)之間的重疊,其進而減少了非所需波導及模式激發效應。It is also generally preferred to have the distance between the front and rear mirror layers large enough to keep the number of reflections (bounces) relatively low while allowing a relatively large bounce angle θ. This reduces overlap between light spots (i.e., beam intersection areas), which in turn reduces undesirable waveguide and mode excitation effects.
第 11 圖示出了用於將輸入光束自光束源(未示出)路由至顯示面板(未示出)的實例光學部件。來自光束源的光束220撞擊第一鏡222A且傳入可旋轉角度ϕ_1的第二鏡222B上,且接著傳入可旋轉角度ϕ_2的第三鏡222C上。因此,可產生不同光束路徑224A及224B,它們以不同角度及位置到達顯示面板上。應當理解,此僅僅係能夠進行路由的光學部件的一個實例,且其他方法亦可實現相同功能。 FIG . 11 shows an example optical component for routing an input beam from a beam source (not shown) to a display panel (not shown). A beam 220 from the beam source hits a first mirror 222A and passes into a second mirror 222B that can be rotated by an angle φ_1, and then passes into a third mirror 222C that can be rotated by an angle φ_2. Thus, different beam paths 224A and 224B can be generated, which arrive at the display panel at different angles and positions. It should be understood that this is only one example of an optical component capable of routing, and other methods can also achieve the same function.
第 12a 圖示出了另一實例光學部件230,該光學部件230可被包含於用於路由來自光束源的輸入光束的光學部件中,在該圖中,該部件係簡單的光學玻璃塊。光學部件230允許平移光束,亦即,在不改變該光束的傳播角度的情況下改變其位置。光學部件230被安裝成可旋轉角度θ且係一塊玻璃或其他光學材料230。光學部件230對於光束220係透明的。光束220進入光學部件230,在輸入面處折射且穿過該塊跟蹤所示路徑。在離開時,光束路徑向下平移至光束路徑224A,該光束路徑224A根據角度θ移位,但保持平行於光束路徑220。因此,實現了具有角度變化的位移。對於偏振光,光學元件(玻璃塊) 230可被置放成利用布魯斯特(Brewster)角來使非所需反射最小化,或可替代地,其可為抗反射塗佈的。在小型化系統中,存在各種合適的實現技術,例如微機電系統(microelectromechanical system,MEMS)鏡技術、電光學及其他已知的光束掃描技術。對小型化以及限制移動部分的數目的需求使得固態或MEMS裝置具有吸引力。 Figure 12a shows another example optical component 230 that may be included in an optical component for routing an input beam from a beam source, in which figure the component is a simple block of optical glass. The optical component 230 allows the beam to be translated, that is, its position to be changed without changing the angle of propagation of the beam. The optical component 230 is mounted so that it can be rotated by an angle θ and is a block of glass or other optical material 230. The optical component 230 is transparent to the beam 220. The beam 220 enters the optical component 230, is refracted at the input surface and passes through the block tracing the path shown. Upon exiting, the beam path is translated downward to the beam path 224A, which is displaced according to the angle θ, but remains parallel to the beam path 220. Thus, a displacement with an angular variation is achieved. For polarized light, the optical element (glass block) 230 may be positioned to utilize the Brewster angle to minimize unwanted reflections, or alternatively, it may be anti-reflection coated. In miniaturized systems, there are various suitable implementation technologies, such as microelectromechanical system (MEMS) mirror technology, electro-optics, and other known beam scanning technologies. The need for miniaturization and limiting the number of moving parts makes solid-state or MEMS devices attractive.
第 12b 圖示出了在改變光接近該光斑的角度的同時將光引導至NLO材料層內的所需點的部件。該圖示出了輸入光束(此處經示出為來自該圖的右側。該輸入光束(在此情況下經標記為76以與其他圖匹配)傳入第一鏡片240A。該第一鏡片240A經置放於與可旋轉鏡222相距一個焦距(f’)的地方。假設輸入光束76係大致準直的,鏡片240A將在鏡222上產生小聚焦光斑。朝向第二鏡片240B引導自鏡222反射的光。第二鏡片240B經置放於與鏡222相距了距離2f的地方且將來自鏡222的小光斑成像於經標記為110的所需再聚焦光斑上,此係由於該光束將被遞送至其與另一個光束交叉的NLO材料中。在該實例中,自鏡片240B至再聚焦光斑的距離亦係2f。此等焦距值滿足習知成像要求。當鏡222圍繞任一軸旋轉(參見旋轉角度θ)時,將使合成光束路徑偏轉,但由於鏡片240B的成像操作,因此光斑將被發送至相同部位110,但將以由鏡222的旋轉設置的角度接近。有利地,鏡222將被旋轉成使得其旋轉中心與鏡的反射表面重合。應當理解,可使用不同焦距值,只要鏡被成像於光束交叉相互作用區中即可。此外,可將其他光學元件插入系統中,以便將交叉點引導至顯示元件的所需區(AR眼鏡系統)。此外,額外光學元件可用於確保無論所需相互作用區在顯示系統內經置放於何處,其皆仍將具有適當大小。 Figure 12b shows a component that directs light to a desired point within a layer of NLO material while changing the angle at which the light approaches the spot. The figure shows an input beam (shown here as coming from the right side of the figure. The input beam (labeled 76 in this case to match the other figures) enters the first lens 240A. The first lens 240A is placed a focal length (f') away from the rotatable mirror 222. Assuming the input beam 76 is roughly collimated, the lens 240A will produce a small focused spot on the mirror 222. . The light reflected from mirror 222 is directed toward the second lens 240B. The second lens 240B is placed at a distance 2f from the mirror 222 and images the small spot from the mirror 222 onto the desired refocused spot marked as 110, since the beam will be delivered into the NLO material where it intersects with another beam. In this example, the distance from the lens 240B to the refocused spot is 2f. The distance is also 2f. These focal length values meet the known imaging requirements. When the mirror 222 is rotated about either axis (see rotation angle θ), the composite beam path will be deflected, but due to the imaging operation of the lens 240B, the light spot will be sent to the same location 110, but will be close at an angle set by the rotation of the mirror 222. Advantageously, the mirror 222 will be rotated so that its center of rotation coincides with the reflective surface of the mirror. It should be understood that different focal length values can be used as long as the mirror is imaged in the beam intersection interaction area. In addition, other optical elements can be inserted into the system to guide the intersection point to the desired area of the display element (AR eyewear system). In addition, additional optical elements can be used to ensure that no matter where the desired interaction area is placed within the display system, it will still be of the appropriate size.
第 13 圖示出了根據實施例的AR顯示設備。輸入光束中的第一者具有經相位調變的光束剖面,而輸入光束中的另一者具有經振幅調變的光束剖面,使得在兩個輸入光束交叉的相交區110中,將振幅調變及相位調變兩者編碼成由相位匹配NLO材料層中的第一輸入光束及第二輸入光束的非線性混合產生的產品光束。顯示面板產生合成物件的影像。將合成場景影像的必要資訊有效地編碼於擊中眼睛的產品光束光的角譜中。眼晶狀體166的聚焦要求係自該自然場景物件180取得彎曲波前181且將其移至視網膜168上的單個焦點上。眼球162經示出為具有瞳孔170、眼晶狀體166及視網膜168。眼睛的瞳孔170接收來自自然場景物件180的光。自然場景物件180散射入射光,其產生具有球面波的波前181。波前181的光通過顯示面板,照射於眼睛上,進入瞳孔170且被眼晶狀體166聚焦,以在視網膜168上形成清晰聚焦的影像。若自該自然場景物件180上的其他點發射光且跟蹤光線,則光線將與眼睛的視軸成不同角度且聚焦於視網膜168上的不同位置處。 FIG . 13 shows an AR display device according to an embodiment. The first of the input light beams has a phase modulated beam profile and the other of the input light beams has an amplitude modulated beam profile, so that in the intersection region 110 where the two input light beams cross, both the amplitude modulation and the phase modulation are encoded into a product light beam produced by nonlinear mixing of the first input light beam and the second input light beam in the phase matching NLO material layer. The display panel produces an image of the synthetic object. The necessary information for the synthetic scene image is effectively encoded in the angular spectrum of the product beam light that hits the eye. The focusing requirement of the eye lens 166 is to obtain the bent wavefront 181 from the natural scene object 180 and move it to a single focus on the retina 168. The eyeball 162 is shown as having a pupil 170, an eye lens 166 and a retina 168. The pupil 170 of the eye receives light from a natural scene object 180. The natural scene object 180 scatters the incident light, which produces a wavefront 181 having a spherical wave. The light of the wavefront 181 passes through the display panel, shines on the eye, enters the pupil 170 and is focused by the eye lens 166 to form a sharply focused image on the retina 168. If light is emitted from other points on the natural scene object 180 and the light is tracked, the light will be at a different angle to the visual axis of the eye and focused at a different position on the retina 168.
當佩戴AR頭戴式耳機時,顯示面板88配置於眼睛160前面。顯示面板88對於自該自然場景散射的光(諸如含於波前188中的光)係透明的,且另外回應於影像產生輸入光束的交叉對(示出了一對)而產生人工影像。經由合適的遞送設置將影像資訊遞送至顯示面板88。顯示面板88經示出為彎曲的且具有外表面92及內表面90,該外表面92及該內表面90形成自顯示面板88至空氣的介面。When the AR headset is worn, the display panel 88 is disposed in front of the eye 160. The display panel 88 is transparent to light scattered from the natural scene (such as light contained in the wavefront 188), and additionally produces an artificial image in response to a crossed pair of image-generating input light beams (one pair is shown). Image information is delivered to the display panel 88 via a suitable delivery arrangement. The display panel 88 is shown as being curved and having an outer surface 92 and an inner surface 90 that form an interface from the display panel 88 to the air.
所示的顯示面板88具有複合分層構造,其具有NLO材料層以及前視鏡層136及後視鏡層138。鏡層136、138在輸入光束的紅外波長下係反射性的。The display panel 88 shown has a composite layered construction having a layer of NLO material and a front view mirror layer 136 and a rear view mirror layer 138. The mirror layers 136, 138 are reflective at the infrared wavelength of the input light beam.
顯示面板88的NLO材料層具有QPM區108,該QPM區108配置為覆蓋顯示面板88的一部分,該部分經說明為相當小的部分,但應當理解,QPM區108可在眼睛直視正前方時在眼睛的整個視野上方延伸及/或在所有可能的轉動角度下在眼睛的整個視野上方延伸及/或在NLO材料層的整個區域上方延伸。The NLO material layer of the display panel 88 has a QPM zone 108, which is configured to cover a portion of the display panel 88, which is illustrated as a relatively small portion, but it should be understood that the QPM zone 108 can extend over the entire field of view of the eye when the eye is looking straight ahead and/or extend over the entire field of view of the eye at all possible rotation angles and/or extend over the entire area of the NLO material layer.
參考圖的左側,提供了經振幅調變的第一輸入光束70。第一輸入光束70由發射器陣列16產生,該發射器陣列16藉由以合適方式驅動陣列的個別發射器進行振幅(亦即,強度)調變來對光束橫截面中的影像資訊進行編碼。第一輸入光束70自發射器陣列發射且接著被鏡222A反射,且穿過中繼鏡片240A透射至顯示面板88的左端面上。鏡222A可例如藉由沿一個或兩個軸旋轉以改變第一輸入光束70的路徑而為可偏轉的。類似地,可平移地及/或可旋轉地安裝鏡片240A,以改變第一輸入光束70的光線路徑。此外,可包含其他鏡、鏡片或其他光學部件以用於對第一輸入光束70的方向、位置及發散度的光束操縱。因此,可調節第一輸入光束70被引入顯示面板的端面中的位置及角度。顯示面板的左端面經說明為相對於法線以一定角度(亦即,顯示面板的90度截止)設置,以促進第一輸入光束70的內耦合。可替代地,第一輸入光束70可被引入顯示面板的正面中。另一替代方案係使用第一輸入光束70的光柵內耦合,其中光柵可覆蓋顯示面板的正面或端面的區域部分。在引入顯示面板中之後,第一輸入光束70藉由來自鏡層136、138的連續反射而自左至右穿過顯示面板。參考圖的右側,提供了經相位調變的第二輸入光束76。第二輸入光束76由雷射源18產生。第二輸入光束76自雷射源18通過擴束鏡片240A及240B到達第一平面鏡222B,在該第一平面鏡222B處,該第二輸入光束76被反射於第二鏡222C上。該光束路徑222C中的第二鏡係諸如液晶相位調變器的相位延遲鏡(允許基於輸入來賦予空間變化相位),且用於將空間結構化相位調變施加於雷射光束上。就第二輸入光束76至顯示面板88中的引入及在顯示面板88上的傳播而言,與上面針對第一輸入光束70所做出的註解相同的註解亦適用於第二輸入光束76。第二輸入光束76經說明為被引入顯示面板的右端面中。第一輸入光束70及第二輸入光束76接著在QPM NLO材料所在的相交區110中交叉,從而導致在第一輸入光束及第二輸入光束76的和頻下產生具有波前84及頻率的產品光束。波前84進入瞳孔170,且接著聚焦於視網膜168上。產品光束光疊加於來自物件180的自然場景光181上。藉由設置第二輸入光束76的波前的曲率半徑(藉由在光束上施加空間結構化相位延遲),合成場景影像亦可經給定任何所需曲率半徑,使得合成場景影像係在與眼睛相距任何所需距離處形成的虛擬影像。可藉由使用高斯(Gaussian)光束光學器件來改變第二輸入光束76的曲率半徑,從而減小雷射光束的大小。減小雷射光束的橫截面積將增加所得非線性波前的光束發散度。On the left side of the reference figure, an amplitude modulated first input beam 70 is provided. The first input beam 70 is generated by the emitter array 16, which encodes image information in the cross-section of the beam by driving the individual emitters of the array in an appropriate manner to modulate the amplitude (i.e., intensity). The first input beam 70 is emitted from the emitter array and then reflected by the mirror 222A and transmitted through the relay lens 240A to the left end surface of the display panel 88. The mirror 222A can be deflectable, for example, by rotating along one or two axes to change the path of the first input beam 70. Similarly, the lens 240A can be mounted translationally and/or rotationally to change the optical path of the first input beam 70. In addition, other mirrors, lenses or other optical components may be included for beam manipulation of the direction, position and divergence of the first input beam 70. Thus, the position and angle at which the first input beam 70 is introduced into the end face of the display panel can be adjusted. The left end face of the display panel is illustrated as being disposed at an angle relative to the normal (i.e., the 90 degree cutoff of the display panel) to facilitate in-coupling of the first input beam 70. Alternatively, the first input beam 70 may be introduced into the front face of the display panel. Another alternative is to use grating in-coupling of the first input beam 70, wherein the grating may cover a regional portion of the front face or end face of the display panel. After being introduced into the display panel, the first input beam 70 passes through the display panel from left to right by successive reflections from the mirror layers 136, 138. On the right side of the reference figure, a phase modulated second input beam 76 is provided. The second input beam 76 is generated by the laser source 18. From the laser source 18, the second input beam 76 passes through the beam expanders 240A and 240B to the first plane mirror 222B, where the second input beam 76 is reflected on the second mirror 222C. The second mirror in the beam path 222C is a phase retardation mirror such as a liquid crystal phase modulator (allowing a spatially varying phase to be imparted based on the input) and is used to apply a spatially structured phase modulation to the laser beam. With respect to the introduction of the second input beam 76 into the display panel 88 and the propagation on the display panel 88, the same comments as made above for the first input beam 70 also apply to the second input beam 76. The second input beam 76 is illustrated as being introduced into the right end face of the display panel. The first input beam 70 and the second input beam 76 then cross in the intersection region 110 where the QPM NLO material is located, resulting in a product beam having a wavefront 84 and a frequency at the sum frequency of the first input beam and the second input beam 76. The wavefront 84 enters the pupil 170 and is then focused on the retina 168. The product beam is superimposed on the natural scene light 181 from the object 180. By setting the radius of curvature of the wavefront of the second input beam 76 (by applying a spatially structured phase delay to the beam), the synthetic scene image can also be given any desired radius of curvature so that the synthetic scene image is a virtual image formed at any desired distance from the eye. The size of the laser beam can be reduced by using Gaussian beam optics to change the radius of curvature of the second input beam 76. Reducing the cross-sectional area of the laser beam will increase the beam divergence of the resulting nonlinear wavefront.
因此,有可能改變合成場景影像的虛擬影像距離以在眼睛上提供融合的合成及自然場景影像,其中合成場景影像以逼真方式適應自然場景。Thus, it is possible to vary the virtual image distance of the synthetic scene image to provide a fused synthetic and natural scene image at the eye, wherein the synthetic scene image adapts to the natural scene in a realistic manner.
在以上實施例中,隱含地假設QPM NLO材料係簡單的線性光柵。然而,在其他實施例中,QPM NLO材料可具有包含某種曲率的更複雜的空間剖面,以便產生發散(或會聚)的產品光束。在又一些實施例中,有可能將振幅資訊及相位資訊兩者施加於第一輸入光束70及第二輸入光束76中的任一者或兩者上。In the above embodiments, it is implicitly assumed that the QPM NLO material is a simple linear grating. However, in other embodiments, the QPM NLO material may have a more complex spatial profile including some curvature in order to produce a diverging (or converging) product beam. In still other embodiments, it is possible to apply both amplitude information and phase information to either or both of the first input beam 70 and the second input beam 76.
發射器陣列16可為OLED陣列,例如微型OLED陣列。存在控制器裝置324,其控制OLED陣列的輸出以在影像中創建強度資訊。發射器陣列的其他選項包含無機LED陣列、量子點發射器陣列、具有適當背光照明的液晶裝置、具有適當照明的矽基液晶(liquid crystal on silicon,LCOS)、VCSEL陣列及數位微鏡裝置(digital micromirror device,DMD)類型的傾斜MEMS顯示裝置,諸如來自德州儀器(Texas Instruments)的DLP裝置。應當注意,該系統不需要振幅結構化光束的相干性,且此在允許非相干發射器光源(諸如微型OLED陣列)方面,而且亦在減少系統中的散斑方面係有利的。The emitter array 16 may be an OLED array, such as a micro OLED array. There is a controller device 324 that controls the output of the OLED array to create intensity information in the image. Other options for emitter arrays include inorganic LED arrays, quantum dot emitter arrays, liquid crystal devices with appropriate backlighting, liquid crystal on silicon (LCOS) with appropriate lighting, VCSEL arrays, and digital micromirror device (DMD) type tilted MEMS display devices, such as the DLP device from Texas Instruments. It should be noted that the system does not require coherence of the amplitude structured beam, and this is advantageous in allowing incoherent emitter light sources (such as micro-OLED arrays), but also in reducing speckle in the system.
因此,藉由將不同相位調變施加於由諸如雷射的單個發射器產生的光束上來形成第一輸入光束70,其具有例如高斯強度剖面。第二輸入光束76由發射器陣列產生,從而具有攜帶空間變化振幅調變的光束橫截面。在其他實施例中,第一輸入光束70可具有在相位及振幅兩者上經空間調變的橫截面,而第二輸入光束76可在相位或振幅或兩者上經調變。用於組合的相位及振幅調變的合適源將為相位控制發射器陣列,諸如具有外部相位調變的VCSEL陣列或具有適當的相位控制的獨立發射器陣列。Thus, a first input beam 70 is formed by applying different phase modulations to a beam produced by a single emitter, such as a laser, and has, for example, a Gaussian intensity profile. A second input beam 76 is produced by an array of emitters and thereby has a beam cross-section that carries a spatially varying amplitude modulation. In other embodiments, the first input beam 70 may have a cross-section that is spatially modulated in both phase and amplitude, while the second input beam 76 may be modulated in either phase or amplitude or both. A suitable source for combined phase and amplitude modulation would be a phase controlled emitter array, such as a VCSEL array with external phase modulation or an independent emitter array with appropriate phase control.
允許第一輸入光束及第二輸入光束兩者具有其強度的空間調變的實施例的優勢在於,此可用於補償每一光束橫截面的不同部分將或多或少地與QPM NLO材料精確地相位匹配的事實。顯示設備可被設計成使得沿著每一光束的主光軸的光與QPM NLO材料在它們在QPM區中交叉的位置處精確地相位匹配,而交叉光束分量與QPM NLO材料的相位匹配將隨著遠離每一光束的光軸的距離增加而逐漸變得不太精確。因此,轉換效率將隨著遠離每一光束的光軸而逐漸降低。因此,可修改光束的強度剖面以增加每一光束的末端處的強度,使得產品光束光的強度標度在光束的整個交叉區上保持恆定。An advantage of embodiments that allow both the first input beam and the second input beam to have spatial modulation of their intensity is that this can be used to compensate for the fact that different portions of each beam's cross-section will be more or less accurately phase matched to the QPM NLO material. The display device can be designed so that light along the principal axis of each beam is accurately phase matched to the QPM NLO material at the location where they cross in the QPM region, while the phase matching of the cross beam component to the QPM NLO material will become progressively less accurate with increasing distance from the optical axis of each beam. As a result, the conversion efficiency will progressively decrease with increasing distance from the optical axis of each beam. Therefore, the intensity profile of the beams can be modified to increase the intensity at the end of each beam so that the intensity scale of the product beam light remains constant over the entire intersection region of the beams.
第 14 圖係QPM NLO材料108所在的光束相交區110的示意圖。第一輸入光束70具有帶近似高斯剖面81的光束橫截面以提供簡單的平面相前,亦即,在光束上不存在空間相位變化或只存在作為高斯光束的光束所固有的空間相位變化。第二輸入光束76具有光束橫截面,在一般情況下,該光束橫截面根據各別振幅及相位調變功能75而經振幅調變及相位調變兩者。在紅外範圍內的第一輸入光束70及第二輸入光束76經由QPM NLO材料108的二階非線性相互作用,以利用如上面參考第8圖進一步描述的相位匹配方案以及適當的非線性光柵K向量。非線性相互作用引起一定頻率下的非線性偏振(在此情況下,該頻率為第一輸入光束及第二輸入光束的和頻,該和頻在可見範圍內),以產生具有波前84的輸出光束82,該波前84在振幅及相位兩者上以由輸入波的振幅及相位判定的方式變化。因此,由振幅及相位調變功能75編碼於第二輸入光束中的資訊被轉移至產品光束波前84。 FIG . 14 is a schematic diagram of a beam intersection region 110 where a QPM NLO material 108 is located. A first input beam 70 has a beam cross-section with a nearly Gaussian profile 81 to provide a simple planar phase front, i.e., there is no spatial phase variation on the beam or only spatial phase variation inherent to the beam being a Gaussian beam. A second input beam 76 has a beam cross-section that is, in general, both amplitude modulated and phase modulated according to respective amplitude and phase modulation functions 75. The first input beam 70 and the second input beam 76 in the infrared range interact via second-order nonlinearity of the QPM NLO material 108 to utilize a phase matching scheme as further described above with reference to FIG. 8 and an appropriate nonlinear grating K vector. The nonlinear interaction induces nonlinear polarization at a certain frequency (in this case, the frequency is the sum frequency of the first input beam and the second input beam, which sum frequency is in the visible range) to produce an output beam 82 having a wavefront 84 that varies in both amplitude and phase in a manner determined by the amplitude and phase of the input wave. Thus, the information encoded in the second input beam by the amplitude and phase modulation function 75 is transferred to the product beam wavefront 84.
第 15 圖係適用於第14圖的設置的示意圖。亦即,存在具有近似高斯剖面81的光束橫截面的第一輸入光束70,以提供與具有振幅及/或相位調變波前的第二輸入光束組合的平面波波前。第二輸入光束由合適的發射器陣列16產生,該發射器陣列16位於與中繼鏡片242相距一個焦距f的地方,該中繼鏡片242又位於與相交區110相距一個焦距f的地方。該配置將含於來自發射器陣列16的振幅及相位調變波前中的影像資訊置放於成像系統的傅氏平面中。因此,由輸入光束的非線性混合產生的所得可見光束將含有與含於第二輸入光束中的空間影像資訊相同的空間影像資訊,該影像資訊接著傳遞至眼睛、基本上以平面波進行編碼。由非線性混合產生的可見產品光束光將具有曲率半徑遵循第一輸入光束70的曲率半徑的波前,使得產品光束光將具有由第一輸入光束70的曲率半徑判定的等效成像位置。由兩個輸入光束的有限交叉角引起的透視縮短可使用簡單的三角學來進行補償,且在光束剖面及影像的構造中的任一者或兩者方面進行考慮。 FIG . 15 is a schematic diagram of an arrangement applicable to FIG. 14. That is, there is a first input beam 70 having a beam cross-section approximately Gaussian profile 81 to provide a plane wavefront that is combined with a second input beam having an amplitude and/or phase modulated wavefront. The second input beam is generated by a suitable emitter array 16 located a focal length f from a relay lens 242, which in turn is located a focal length f from the intersection region 110. This configuration places the image information contained in the amplitude and phase modulated wavefronts from the emitter array 16 in the Fourier plane of the imaging system. Thus, the resulting visible light beam produced by the nonlinear mixing of the input light beams will contain the same spatial image information as that contained in the second input light beam, which was then transmitted to the eye, encoded essentially in a plane wave. The visible product beam light produced by the nonlinear mixing will have a wavefront with a radius of curvature that follows the radius of curvature of the first input light beam 70, so that the product beam light will have an equivalent image position determined by the radius of curvature of the first input light beam 70. The perspective foreshortening caused by the finite intersection angle of the two input light beams can be compensated using simple trigonometry and taken into account in either or both of the beam profile and the construction of the image.
第 16 圖示出了AR顯示面板88的更複雜的實例層結構。空氣128包圍顯示器,且其具有極接近1的折射率。 Figure 16 shows a more complex example layer structure of an AR display panel 88. Air 128 surrounds the display and has a refractive index very close to 1.
該圖示出了顯示面板88的離眼睛最遠的遠端外側(亦被稱為『正面』來與眼鏡片的口語化描述匹配),其具有在空氣與顯示面板之間的表面。該圖亦示出了位於顯示面板的內側的最接近眼球的近端表面(亦被稱為『背面』來與眼鏡片的口語化描述匹配。The figure shows the distal outer side of the display panel 88 farthest from the eye (also referred to as the 'front side' to match the colloquial description of an eyeglass lens) with the surface between the air and the display panel. The figure also shows the proximal surface closest to the eyeball, located on the inner side of the display panel (also referred to as the 'back side' to match the colloquial description of an eyeglass lens).
按遠端至近端的方向依次提及每一層: • 層146係前表面抗反射塗佈(anti-reflection coating,ARC)層AR_1,以減少在空氣128中自面板-空氣介面傳播的可見光的反射。外抗反射塗佈層146/AR_1較佳地應當在整個可見波長範圍內係抗反射的,以接受來自自然場景源的光。此類ARC塗層通常沈積於諸如相機鏡頭的光學元件上。亦需要使該層變『硬』以便抵抗刮擦。 • 層142係前視力矯正層(經標記為N1)。其由具有折射力的光學透明材料(在可見範圍內)製成,以便矯正佩戴者的視力缺陷,諸如近視、遠視、散光等。視力矯正可涉及改變該層的曲率,或包含如在太陽鏡中常見的偏振濾光器。可替代地,層142可為光學中性的(亦即,不提供影像增強效應)或被省略。後視覺增強層142的另一可能功能係回應於某些自然光條件而提供調光。舉例而言,視覺增強層142可包含UV敏感光致變色材料,諸如鹵化銀,如習知調光顯示面板中所使用的。用於調光的另一選項將係使用電致變色可切換材料,如有時用於汽車後視鏡的自動調光。舉例而言,視覺增強層142可包含三氧化鎢。對於電致變色材料,電源將需要與視覺增強層142進行接觸,以便為調光功能供電。 • 層130係前濾光層(經標記為A1)。前濾光層吸收輸入光束的波長,亦即,在輸入光束的波長下係不透明的,該等波長通常在紅外範圍內。此將避免來自輸入光束的任何光自顯示面板的正面發射至空氣128中。在第一輸入光束及第二輸入光束中的一者或兩者由雷射源產生的情況下,可能需要提供前濾光層130來遵守雷射安全規定。前濾光層130可由在適當的紅外波長下具有吸收的有機材料製成。此外,需要前濾光層透射可見光,以免使自然場景光衰減。此類濾光器有時被稱為吸熱濾光器或『短通』濾光器,且可基於諸如Schott KG1的玻璃。可替代地,前濾光層130可基於薄膜干涉效應,當輸入光束的光係高度單色的且係如由雷射產生的窄頻時,此可為合適的。 • 層150A係光學透明材料(在可見範圍內)的前間隔層且被用來將IR吸收層150與下一層136分離。 • 層136係用於在輸入光束橫向穿過顯示面板88時對該等輸入光束進行內反射的前視鏡層。提供前視鏡層136避免了在遠端面板-空氣介面146處使用全內反射,且亦避免了來自穿過外層146至150的輸入光束的任何可能的損耗、散射或其他非所需影響。 • 層150B係另一間隔層,其在可見範圍及紅外範圍內(在輸入光束的波長下)均係光學透明的。該間隔層150B被用來增加輸入光束所穿過的材料的厚度,從而減少供每一輸入光束到達相交區所需的內反射(『反彈』)的次數。 • 層100係NLO材料層,考慮到輸入光束將彼此交叉的角度,該NLO材料層至少在眼睛直視正前方時將被其視野覆蓋的區域中與輸入光束準相位匹配。 • 層150C係具有與間隔層150B類似的功能及性質的另一間隔層。 • 層138係用於在輸入光束橫向穿過顯示元件88時對輸入光束進行內反射的後視鏡層,其具有與前視鏡層136類似的功能及性質。 • 層150D係光學透明材料的後間隔層(在輸入光束的可見及紅外波長中)且被用來將後視鏡層138與下一層1814分離。 • 層132係經組態以吸收來自輸入光束的任何雜散光(亦即,在輸入光束的通常將在紅外範圍內的波長下)的後濾光層,其具有與前濾光層130類似的性質。因此,後濾光層132防止在輸入光束的波長下的光傳入空氣128,從而保護佩戴者的眼睛。 • 層144係後視力矯正層,其可具有如上面針對前視力矯正層142描述的任何功能或性質。 • 層148係後抗反射塗佈(anti-reflection coating,ARC)層AR_2,其具有與前ARC層AR_1/146類似的性質。其作用係減少在空氣128中傳播的可見光自面板-空氣介面的反射。 Each layer is mentioned in order from distal to proximal: • Layer 146 is the front surface anti-reflection coating (ARC) layer AR_1 to reduce reflections of visible light propagating from the panel-air interface in air 128. The outer anti-reflection coating layer 146/AR_1 should preferably be anti-reflective over the entire visible wavelength range to accept light from natural scene sources. Such ARC coatings are typically deposited on optical elements such as camera lenses. It is also necessary to make this layer "hard" to resist scratching. • Layer 142 is the front vision correction layer (labeled N1). It is made of an optically transparent material with refractive power (within the visible range) in order to correct the wearer's vision defects, such as myopia, hyperopia, astigmatism, etc. Vision correction may involve changing the curvature of the layer, or including a polarizing filter as is common in sunglasses. Alternatively, layer 142 may be optically neutral (i.e., providing no image enhancement effect) or omitted. Another possible function of the rear vision enhancement layer 142 is to provide dimming in response to certain natural light conditions. For example, the vision enhancement layer 142 may include a UV-sensitive photochromic material, such as silver halides, as used in known dimming display panels. Another option for dimming would be to use an electrochromic switchable material, such as is sometimes used for automatic dimming of automotive rearview mirrors. For example, the vision enhancement layer 142 may include tungsten trioxide. For electrochromic materials, a power source will need to be in contact with the vision enhancement layer 142 in order to power the dimming function. • Layer 130 is a front filter layer (labeled A1). The front filter layer absorbs the wavelength of the input beam, that is, it is opaque at the wavelength of the input beam, which is typically in the infrared range. This will prevent any light from the input beam from being emitted from the front of the display panel into the air 128. In the case where one or both of the first input beam and the second input beam are generated by a laser source, a front filter layer 130 may need to be provided to comply with laser safety regulations. Front filter 130 may be made of an organic material that absorbs at the appropriate infrared wavelength. In addition, it is desirable for the front filter to transmit visible light so as not to attenuate natural scene light. Such filters are sometimes referred to as heat absorbing filters or 'short pass' filters and may be based on glass such as Schott KG1. Alternatively, front filter 130 may be based on thin film interference effects, which may be appropriate when the light of the input beam is highly monochromatic and narrow band such as produced by a laser. • Layer 150A is a front spacer layer of optically transparent material (in the visible range) and is used to separate the IR absorbing layer 150 from the next layer 136. • Layer 136 is a front mirror layer for internally reflecting the input beams as they pass transversely through the display panel 88. Providing the front mirror layer 136 avoids the use of total internal reflection at the far panel-air interface 146 and also avoids any possible loss, scattering or other undesirable effects of the input beams passing through the outer layers 146 to 150. • Layer 150B is another spacer layer that is optically transparent in the visible range and infrared range (at the wavelength of the input beams). The spacer layer 150B is used to increase the thickness of the material through which the input beams pass, thereby reducing the number of internal reflections ("bounces") required for each input beam to reach the intersection area. • Layer 100 is a layer of NLO material that is quasi-phase matched to the input beams, at least in the area that will be covered by the eye's field of view when it is looking straight ahead, taking into account the angles at which the input beams will cross each other. • Layer 150C is another spacer layer having similar functions and properties to spacer layer 150B. • Layer 138 is a rear mirror layer for internally reflecting the input beams as they pass laterally through display element 88, having similar functions and properties to front mirror layer 136. • Layer 150D is a rear spacer layer of optically transparent material (in the visible and infrared wavelengths of the input beams) and is used to separate rear mirror layer 138 from the next layer 1814. • Layer 132 is a rear filter configured to absorb any stray light from the input light beam (i.e., at a wavelength of the input light beam that will typically be in the infrared range), having similar properties to the front filter 130. Thus, the rear filter 132 prevents light at the wavelength of the input light beam from passing into the air 128, thereby protecting the wearer's eyes. • Layer 144 is a rear vision correction layer, which may have any function or properties as described above for the front vision correction layer 142. • Layer 148 is a rear anti-reflection coating (ARC) layer AR_2, having similar properties to the front ARC layer AR_1/146. Its function is to reduce the reflection of visible light propagating in the air 128 from the panel-air interface.
該層結構的一個特定優勢在於,藉由將輸入光束的光學路徑限制於前視鏡層136與後視鏡層138之間的層堆疊的特定部分,可獨立於管理輸入光束及產生產品光束光非線性混合來應用視力矯正。亦即,可在位於子堆疊136至138外部(較佳地,在遠端(前部)方向上位於子堆疊外部)的一或多個層中(例如在層142中)實現眼晶狀體中的折射異常的視力矯正,如在經說明層堆疊中完成的。特定而言,可在不考慮任何視力矯正層的情況下管理輸入光束的光學路徑。One particular advantage of this layer structure is that by limiting the optical path of the input beam to a particular portion of the layer stack between the front lens layer 136 and the rear lens layer 138, vision correction can be applied independently of managing the input beam and producing nonlinear mixing of the product beam light. That is, vision correction of refractive anomalies in the eye lens can be achieved in one or more layers located outside the sub-stacks 136-138 (preferably, outside the sub-stacks in the distal (anterior) direction), such as in layer 142, as is accomplished in the illustrated layer stack. In particular, the optical path of the input beam can be managed without regard to any vision correction layers.
應當注意,可省略以上層中的一些。抗反射塗佈層係任選的。此外,可藉由來自前面板-空氣介面的全內反射來進行輸入光束的近端反射,在此情況下,將省略後視鏡層。類似地,若全內反射用於輸入光束的遠端反射,則將省略前視鏡層。根據光源的性質,例如輸入光束是否相干以及它們的波長及最大輸出功率,亦可省略後濾光層,或可能省略後濾光層及前濾光層。前視力矯正層及後視力矯正層亦係任選的。It should be noted that some of the above layers may be omitted. The anti-reflective coating is optional. In addition, near-end reflection of the input beam may be performed by total internal reflection from the front panel-air interface, in which case the rear-view mirror layer would be omitted. Similarly, if total internal reflection is used for far-end reflection of the input beam, the front-view mirror layer would be omitted. Depending on the properties of the light source, such as whether the input beams are coherent and their wavelength and maximum output power, the rear filter layer may also be omitted, or both the rear and front filters may be omitted. The front and rear vision correction layers are also optional.
應當注意,可添加額外層,例如以在所涉及的不同光學材料之間提供抗反射塗層,但值得注意的係,最大非所需反射可能會發生於空氣與顯示面板之間(由於對空氣的大折射率差)以及非線性層100之間,根據NLO材料的選擇,該非線性層100可能具有相當大的折射率差。It should be noted that additional layers may be added, for example to provide anti-reflective coatings between the different optical materials involved, but it is worth noting that the maximum undesirable reflections are likely to occur between the air and the display panel (due to the large refractive index difference to air) and between the non-linear layer 100, which may have a significant refractive index difference depending on the choice of NLO material.
第 17 圖示出了經由視神經174連接至大腦的眼球162。眼球可在眼框內轉動,且因此在不同方向(例如,如所說明的A、B及C)上對準其主視軸。顯示面板88以此方式建構:準相位匹配光柵向量Kg在鏡片上變化,使得在眼球的所有轉動位置中(例如其視軸沿著A、B或C),QPM NLO材料經定向,從而產生將朝向虹膜散射的產品光束光。此可藉由將NLO材料的區域部分定向於顯示面板內的適當位置中及取向上來實現。可替代地,此可藉由使用顯示面板及其正面及背面的適當曲率來實現。正面及背面曲率將影響顯示面板內的產品光束的波向量方向及輸入光束的路徑兩者。應當注意,根據光如何被引入面板中(面板內的相對位置及反射層的曲率),將Kg置放於實現最佳區域相位匹配(包含輸入角度及光軸的影響)的方向上可為有利的。 FIG. 17 shows an eyeball 162 connected to the brain via the optic nerve 174. The eyeball can rotate within the eye socket and thus align its primary visual axis in different directions (e.g., A, B, and C as illustrated). The display panel 88 is constructed in such a way that the quasi-phase-matched grating vector Kg varies across the lens so that in all rotational positions of the eyeball (e.g., with its visual axis along A, B, or C), the QPM NLO material is oriented to produce a product beam of light that will be scattered toward the iris. This can be achieved by orienting the area portion of the NLO material in the appropriate position and orientation within the display panel. Alternatively, this can be achieved by using appropriate curvatures of the display panel and its front and back faces. The front and back curvatures will affect both the wave vector direction of the product beam within the display panel and the path of the input beam. It should be noted that depending on how the light is introduced into the panel (relative position within the panel and curvature of the reflective layer), it may be advantageous to place Kg in a direction that achieves the best regional phase matching (including the effects of input angle and optical axis).
第 18 圖示出了顯示面板可具有不同形狀。顯示面板88A係平面的,其具有平行且平坦的正面及背面。此提供了易於判定的輸入光束路徑。顯示面板88B具有帶相同曲率半徑的正面及背面(亦即,正面及背面具有與偏移的各別中心點相關聯的各別曲率)。顯示面板88C具有以不同曲率半徑彎曲的正面及背面,使得兩個圓具有共同中心點,從而提供恆定厚度的顯示面板。在所有情況下,曲率可在圓柱體的表面上或球體的表面上。可替代地,在兩個平面中可存在不同曲率,以提供更複雜的曲面。 Figure 18 shows that the display panel can have different shapes. Display panel 88A is planar, having parallel and flat front and back surfaces. This provides an input beam path that is easy to determine. Display panel 88B has a front and back surface with the same radius of curvature (that is, the front and back surfaces have respective curvatures associated with respective center points that are offset). Display panel 88C has a front and back surface that are curved with different radii of curvature so that the two circles have a common center point, thereby providing a display panel of constant thickness. In all cases, the curvature can be on the surface of a cylinder or on the surface of a sphere. Alternatively, different curvatures can exist in the two planes to provide a more complex curved surface.
第 19 圖係呈一副AR眼鏡10的格式的顯示設備的示意性透視圖。眼鏡10包括習知部分,包含左側及右側眼鏡臂(亦即,眼鏡腿) 32、34以及具有用於容納左眼鏡片及右眼鏡片的左鏡框及右鏡框的框。如上所述的顯示面板形成每一眼鏡片。鏡框包含鼻樑架、鼻托以及可鉸接或不鉸接的左臂部位點及右臂部位點。為了支持其AR功能,與習知眼鏡相比,可修改眼鏡臂及框,以藉由內部外殼及/或外部附件來容納必要的額外部件。此等部分可包含電子電路部件、電池、光源及光學元件。可包含無線發射機或收發機40以用於根據諸如藍芽或WiFi協定的無線協定來進行通訊。臂裝式無線收發機40允許AR眼鏡10經由通訊路徑42與外部控制裝置44進行無線通訊,該外部控制裝置44具有其自身的無線接收機或收發機43連同經由處理器46以及相關聯的記憶體48及外部網路通訊49的處理能力,該外部網路通訊49可包含WiFi、4G/5G、光學LAN、有線以太網路等。外部控制裝置亦可提供定位裝置,諸如經由全球定位感測器(global positioning sensor,GPS)及經由電訊無線訊號及/或無線網路訊號的圖的位置感測。外部控制裝置可為專門用於控制AR眼鏡10的專用獨立單元,或其可為以合適的應用程式(電腦程式)運行的行動電話、平板電腦、個人電腦等。轉而,外部控制裝置可與其他裝置進行資料通訊,且特定而言,可具有存取 隨建即連網路中的遠端計算資源(例如,如由雲計算提供的)的權限。因此,用於控制AR眼鏡中的成像的處理密集型任務可離開AR眼鏡被委派給外部控制裝置,且任選地亦被委派外部控制裝置與之通訊的更多遠端計算資源。因此,藉由將在整合於眼鏡中的處理器上進行的處理任務限制於處理強度相對較低的彼等處理任務上,AR眼鏡本身上的處理能力以及相關聯的功耗可保持為低。 FIG . 19 is a schematic perspective view of a display device in the format of a pair of AR glasses 10. The glasses 10 include a known portion, including left and right glasses arms (i.e., glasses legs) 32, 34 and a frame having left and right frames for accommodating left and right lenses. A display panel as described above forms each lens. The frame includes a nose bridge, a nose pad, and left and right arm points that may be hinged or not hinged. In order to support its AR function, the glasses arms and frame may be modified to accommodate necessary additional components by means of an internal housing and/or external accessories compared to known glasses. These parts may include electronic circuit components, batteries, light sources, and optical elements. A wireless transmitter or transceiver 40 may be included for communicating according to a wireless protocol such as a Bluetooth or WiFi protocol. The arm-mounted wireless transceiver 40 allows the AR glasses 10 to communicate wirelessly via a communication path 42 with an external control device 44, which has its own wireless receiver or transceiver 43 together with processing capabilities via a processor 46 and associated memory 48 and external network communications 49, which may include WiFi, 4G/5G, optical LAN, wired Ethernet, etc. The external control device may also provide positioning means, such as position sensing via a global positioning sensor (GPS) and images via telecommunication wireless signals and/or wireless network signals. The external control device may be a dedicated stand-alone unit dedicated to controlling the AR glasses 10, or it may be a mobile phone, tablet, personal computer, etc. running with a suitable application (computer program). In turn, the external control device may communicate data with other devices, and in particular, may have access to remote computing resources in an ad hoc network (e.g., as provided by cloud computing). Thus, processing-intensive tasks for controlling imaging in the AR glasses may be delegated away from the AR glasses to the external control device, and optionally also to more remote computing resources with which the external control device communicates. Therefore, by limiting the processing tasks performed on the processor integrated into the glasses to those of relatively low processing intensity, the processing power and associated power consumption of the AR glasses themselves can be kept low.
眼鏡框容納左側的面朝外的相機50及右側的面朝外的相機52,它們面朝外觀看自然場景。使用並排配置於相同高度的一對相機允許建立立體影像,亦即,與佩戴者的眼睛的雙眼視覺類似的雙眼視覺,從而允許判定與自然場景物件的距離,至少當距離相對較短時。眼鏡框10進一步容納用於偵測自然場景中的物件且判定它們與佩戴者的距離的測距儀,諸如LiDAR裝置或點雲成像系統58。在LiDAR系統中,LiDAR裝置包括至少一個雷射及偵測器,且量測雷射光自LiDAR裝置至散射源並返回的飛行時間。可掃描雷射光束以建立自然場景中的物件的地圖,或可產生多個雷射光束以允許自該自然場景中的多個點並行獲得資訊。由於佩戴者頭部自然旋轉而引起的雷射光束的移動亦可用於掃描自然場景。在點雲成像系統中,雷射光束被投射於由相機50、52成像的自然場景中,以允許建立自然場景的幾何形狀的模型。由相機及測距儀收集的物件資訊,尤其係物件距離資訊與根據本發明的AR眼鏡具有特定協同作用,此係由於QPM非線性混合製程允許回應於由測距儀(及相機)量測的距離(及位置)資訊而將在合成場景影像的波前中產生的波前的曲率半徑設置為所需值。舉例而言,若影像的擴增部分要將特徵疊加於自然場景中的物件上(或完全替換自然場景中的物件),則影像的擴增部分可用波前產生,該等波前的曲率半徑等於它們在影像的擴增部分在相關聯的自然場景物件的所量測的距離處的情況下將具有的曲率半徑。類似地,可基於自相機獲得的位置資訊來正確地將擴增的合成場景影像置放於自然場景中。當然,亦可組合位置及距離資訊來幫助自然場景的分割處理,以便標識該自然場景中的物件。The eyeglass frame houses a left outward facing camera 50 and a right outward facing camera 52, which face outward to view the natural scene. Using a pair of cameras arranged side by side at the same height allows the establishment of stereoscopic images, that is, binocular vision similar to the binocular vision of the wearer's eyes, thereby allowing the distance to objects in the natural scene to be determined, at least when the distance is relatively short. The eyeglass frame 10 further houses a rangefinder, such as a LiDAR device or a point cloud imaging system 58, for detecting objects in the natural scene and determining their distance from the wearer. In a LiDAR system, the LiDAR device includes at least one laser and a detector, and measures the flight time of laser light from the LiDAR device to a scattering source and back. The laser beam may be scanned to create a map of objects in the natural scene, or multiple laser beams may be generated to allow information to be obtained from multiple points in the natural scene in parallel. The movement of the laser beam due to the natural rotation of the wearer's head may also be used to scan the natural scene. In a point cloud imaging system, the laser beam is projected into the natural scene imaged by cameras 50, 52 to allow a model of the geometry of the natural scene to be created. Object information collected by the camera and rangefinder, in particular object distance information, has a particular synergistic effect with the AR glasses according to the present invention, because the QPM nonlinear hybrid process allows the curvature radius of the wavefront generated in the wavefront of the synthetic scene image to be set to a desired value in response to the distance (and position) information measured by the rangefinder (and camera). For example, if the augmented portion of the image is to superimpose features on objects in the natural scene (or completely replace objects in the natural scene), the augmented portion of the image can be generated with wavefronts having a radius of curvature equal to the radius of curvature they would have if the augmented portion of the image was at the measured distance of the associated natural scene object. Similarly, the augmented synthetic scene image can be correctly placed in the natural scene based on position information obtained from the camera. Of course, position and distance information can also be combined to assist in the segmentation process of the natural scene in order to identify objects in the natural scene.
一種可能有用的遠端計算資源係提供與佩戴者的自然場景的實況視圖相關的映射資訊,例如作為分割自然場景的輔助,且亦在渲染擴增實境物件時提供逼真照明。舉例而言,此映射資訊可來自映射應用程式、實況衛星成像或實況飛行跟蹤。One potentially useful remote computing resource is to provide mapping information associated with the wearer's live view of the natural scene, for example as an aid in segmenting the natural scene and also to provide realistic lighting when rendering augmented reality objects. For example, this mapping information can come from a mapping application, live satellite imaging, or live flight tracking.
潛在有用的計算資源的量幾乎係無限制的。舉例而言,計算資源可用於基於由相機及測距儀觀察到的內容結合根據移除計算資源而獲得的額外映射資訊來即時地重建自然場景的整個模擬版本。擴增實境物件接著可經置放於所渲染的自然場景及體積的模擬版本中,以基於紋理等來提供逼真照明。The amount of potentially useful computational resources is virtually unlimited. For example, computational resources can be used to reconstruct an entire simulated version of a natural scene in real time based on what is observed by the camera and rangefinder combined with additional mapping information obtained from removing the computational resources. Augmented reality objects can then be placed in the rendered simulated version of the natural scene and volumes to provide realistic lighting based on textures, etc.
第 20 圖示出了可組合成呈AR眼鏡格式的顯示設備的額外元件的另一視圖。 • 100係含有NLO材料及產生被引導至眼睛的可見光的前述IR光束的透明或近透明光學元件。 • 26係眼鏡框,其與鏡臂(眼鏡腿)一起容納必要的電子及光學部件。 • 50及52係面朝外的左側及右側相機。 • 58係點雲或LiDAR系統 • 60係配置於每一鏡片的周邊周圍的鏡框上的紅外光偵測器。每鏡片至少需要一個光偵測器。紅外光偵測器被用來偵測來自輸入光束的光洩漏,該等紅外光偵測器應當基本上完全被含於鏡片內(且在引入眼鏡的鏡臂及鏡框部分中的鏡片中之前)。光偵測器訊號的任何量測或增加皆係損壞的指示符。損壞可能係深鏡片劃痕或曝露鏡片端面的鏡框或鏡臂的實體損壞。在偵測到紅外光洩漏或紅外光過量時,眼鏡將被關閉,亦即,光源將被關斷,從而確保安全,包含在使用一或多個雷射源的情況下的雷射安全。 • 54及56係其他面朝內(亦即,朝向眼睛)的相機,用於跟蹤眼球位置。此可用於幫助判定需要傳輸的光學影像且用於確保光僅在需要被虹膜拾取時才被引導。此可省電,且因此延長了電池壽命。此等相機亦可能能夠收集關於觀看者的立體視覺的資訊,使得可處理輻輳及調節衝突以及確保相對於自然場景正確地定位人工影像。重要的係,該兩個相機可用於補償不同觀看者的不同瞳距(或等效地瞳孔間距離),且確保來自顯示器的光被引導至觀看者的眼睛的瞳孔。此具有自動增大動眼框的效果且克服了基於光柵或其他AR實現的主要困難。 • 62指示磁羅盤元件,可包含該磁羅盤元件以幫助判定眼鏡及因此佩戴者頭部所面向的羅盤方向。同樣,可在眼鏡上的電子器件中處理或利用遠端處理來處理該資訊,且該資訊可與映射資訊融合。 • 64係一組加速度計,其可用於跟蹤眼鏡的移動且亦可在假設佩戴者頭部的滾動、俯仰及偏轉角的參考方向係在頭部保持水平且頸椎未扭動時的情況下判定諸如彼等角度的參數。可在機載電子器件內處理或藉由外部處理來處理加速度計資料,以便跟蹤眼鏡運動,且因此跟蹤佩戴者的頭部運動。 FIG. 20 shows another view of additional elements that may be assembled into a display device in an AR glasses format. • 100 is a transparent or near-transparent optical element containing NLO material and the aforementioned IR beam that produces visible light directed to the eye. • 26 is a glasses frame, which together with the arms (glasses legs) houses the necessary electronic and optical components. • 50 and 52 are outward facing left and right cameras. • 58 is a point cloud or LiDAR system • 60 is an infrared light detector configured on the frame around the periphery of each lens. At least one light detector is required for each lens. IR photodetectors are used to detect light leakage from the input beam and should be substantially completely contained within the lens (and before being introduced into the lens in the arm and frame portion of the glasses). Any increase or increase in the photodetector signal is an indicator of damage. Damage may be a deep lens scratch or physical damage to the frame or arm that exposes the lens end face. In the event of IR light leakage or IR excess, the glasses will be shut down, i.e., the light source will be turned off, thereby ensuring safety, including laser safety in the case of using one or more laser sources. • 54 and 56 are other cameras facing inwards (i.e., towards the eyes) that track eye position. This can be used to help determine the optical image that needs to be transmitted and to ensure that light is only directed when it needs to be picked up by the iris. This saves power and therefore extends battery life. These cameras may also be able to collect information about the viewer's stereoscopic vision so that radiation and accommodation conflicts can be handled and artificial images are correctly positioned relative to the natural scene. Importantly, the two cameras can be used to compensate for different pupil distances (or equivalently inter-pupillary distances) of different viewers and ensure that light from the display is directed to the pupil of the viewer's eye. This has the effect of automatically enlarging the eye box and overcomes a major difficulty with grating based or other AR implementations. • 62 indicates a magnetic compass element which may be included to help determine the compass direction in which the glasses and, therefore, the wearer's head is facing. Again, this information may be processed in the electronics on the glasses or using remote processing and may be fused with the mapping information. • 64 is a set of accelerometers which may be used to track movement of the glasses and may also determine parameters such as roll, pitch and yaw angles of the wearer's head assuming a reference direction for those angles when the head is level and the cervical spine is not twisted. The accelerometer data may be processed within the onboard electronics or by external processing in order to track movement of the glasses and, therefore, movement of the wearer's head.
儘管未示出,但AR眼鏡可具備用於量測自然環境的整體(不定向)亮度的環境光感測器,諸如在可見區內敏感的光偵測器。來自環境光感測器的輸出可用於調節合成場景影像的整體亮度,使得其在強光條件下保持可見,同時在弱光條件下(諸如當在昏暗的房間中或在夜晚時)不太明亮。Although not shown, the AR glasses may have an ambient light sensor for measuring the overall (non-directional) brightness of the natural environment, such as a light detector that is sensitive within the visible region. The output from the ambient light sensor may be used to adjust the overall brightness of the synthetic scene image so that it remains visible in bright light conditions while being less bright in low light conditions (such as when in a dim room or at night).
面朝內的相機可用於補償不同使用者的不同瞳距以及眼睛相對於眼鏡的位置的伴隨變化,以確保正確的3D合成場景創建並確保光正確地進入瞳孔。Inward-facing cameras can be used to compensate for different interpupillary distances for different users and the accompanying changes in the position of the eye relative to the glasses to ensure correct 3D composite scene creation and ensure that light enters the pupil correctly.
第 21 圖示出了具備用於回應於某些自然光條件而提供調光的額外層140的顯示面板88。舉例而言,調光層140可包含UV敏感光致變色材料,諸如鹵化銀,如習知調光顯示面板中所使用的。用於調光的另一選項將係使用電致變色可切換材料,如有時用於汽車後視鏡、火車及商用飛機窗戶的自動調光。舉例而言,電致變色材料可為三氧化鎢。對於電致變色材料,電源139 (電壓源或電流源)將需要經由合適的電連接線141與調光層140進行接觸,以便為調光功能供電。用於調光層的另一選項將係具有可調變透射的液晶層,其可為基於像素的。調光效應可應用於整個顯示面板上(如在光致變色鏡片中)。另一有趣方法係只在影像的某些區域中選擇性地應用調光效應。簡單的實例將係形成深色矩形區域來為顯示書面資訊的合成場景影像部件提供合適的背景,否則在書面資訊疊加於明亮的自然場景的一部分上的情況下,該書面資訊將難以辨認。更複雜的實例係基於自該自然場景獲得的資訊來提供選擇性區域調光,該自然場景特別係已藉由使用由眼鏡的前向相機及測距儀及/或其他資料收集源收集的資料對自然場景進行分割而標識的物件,該等其他資料收集源可以係例如在駕駛汽車或駕駛飛機的情況下自車輛系統獲得的。區域調光可與自然場景中的物件的範圍完全一致,以使來自該自然場景物件的光(全部或部分)衰減,其中區域性區域調光可與將合成場景影像插入同一區域性區域中結合來完成。存在各種實例,其中需要使自然場景中的過度明亮的元件衰減,此使得不可能或難以觀看自然場景的其餘部分。此等包含例如在向上看時使迎面而來的汽車前照燈的光、太陽光衰減。另一實例將係在觀看夜空時抑制光污染。另一實例係當AR眼鏡經組態為用於夜間駕駛的駕駛員輔助設施時。此處,來自作為汽車的一部分的相機及雷達的其他資訊可另外被包含於影像處理中。可產生夜視擴增實境駕駛體驗,該夜視擴增實境駕駛體驗能夠顯露或增強通常在白天可見但在晚上不可見或過暗以致於不能清晰可見的自然場景物件,從而提高了道路安全。 FIG . 21 shows a display panel 88 having an additional layer 140 for providing dimming in response to certain natural light conditions. For example, the dimming layer 140 may include a UV sensitive photochromic material, such as silver halide, as used in known dimming display panels. Another option for dimming would be to use an electrochromic switchable material, such as is sometimes used for automatic dimming in automotive rearview mirrors, trains, and commercial aircraft windows. For example, the electrochromic material may be tungsten trioxide. For electrochromic materials, a power source 139 (either a voltage source or a current source) would need to be in contact with the dimming layer 140 via appropriate electrical connections 141 in order to power the dimming function. Another option for a dimming layer would be a liquid crystal layer with adjustable transmission, which could be pixel-based. The dimming effect could be applied over the entire display panel (as in photochromic lenses). Another interesting approach would be to selectively apply the dimming effect only in certain areas of the image. A simple example would be to form dark rectangular areas to provide a suitable background for a synthetic scene image component showing written information, which would otherwise be difficult to read if superimposed on a portion of a bright natural scene. A more complex example is to provide selective zone dimming based on information obtained from the natural scene, particularly objects that have been identified by segmenting the natural scene using data collected by the glasses' forward-facing camera and range finder and/or other data collection sources, which may be obtained from the vehicle's systems, such as when driving a car or flying an airplane. The zone dimming may be exactly aligned with the extent of the object in the natural scene to attenuate light (in whole or in part) from the natural scene object, wherein the regional zone dimming may be done in conjunction with inserting a synthetic scene image into the same regional area. There are various examples where it is desirable to attenuate overly bright elements in the natural scene, which makes it impossible or difficult to view the rest of the natural scene. These include, for example, attenuating light from oncoming car headlights, sunlight when looking up. Another example would be suppressing light pollution when viewing the night sky. Another example is when the AR glasses are configured as a driver aid for night driving. Here, other information from cameras and radars that are part of the car may additionally be included in the image processing. A night vision augmented reality driving experience can be produced that can reveal or enhance natural scene objects that are normally visible during the day but are not visible at night or are too dark to be clearly visible, thereby improving road safety.
第 22 圖示出了一副AR眼鏡10的示意圖,其中鏡片100中的NLO材料形成於影像區域上的離散區(亦即,光斑104)中,該等光斑嵌入材料區域中,該等材料區域並非NLO材料,或該等材料區域係NLO材料,但作為其尚未經週期性極化(或以其他方式與輸入光束準相位匹配)的區域。因此,可見光產生被限制於QPM NLO材料的光斑,其中光斑之間的剩餘區域係非活性的,亦即,無法藉由輸入光束的非線性混合來產生可見光的任何顯著通量。在眼睛在其眼眶中轉動時,只需要確保相當少量的合成場景影像光到達眼睛,且在考慮到虹膜可為4 mm至8 mm寬且鏡片表面僅與眼睛相距約12 mm的情況下,與QPM NLO材料的全區域覆蓋相比,NLO材料可在沒有影像感知退化的情況下被限制於相當小的區域光斑。換言之,考慮到被QPM NLO材料覆蓋的總面積,QPM NLO材料的填充因子可能相當小,例如在5%至20%之間。舉例而言,光斑可為圓形的,直徑為0.3 mm至0.5 mm且分佈於具有1 mm至2 mm的網格間距的六方最密堆積(hexagonal close packed,HCP)網格中。該圖的下部部分示出了根據用於RGB影像產生的一個實現選項的鏡片的一個部分104中的細節。每一光斑實際上係具有不同QPM結構的三個光斑106R、106G及106B的複合組,以便分別產生紅色、綠色及藍色的光,從而允許形成RGB影像。可替代地,當用於紅色、綠色及藍色的三個QPM結構在空間上疊加(亦即,在相同xy部位處以不同深度z嵌入鏡片內)時,可實現RGB成像。用於RGB成像的另一替代方案係根據與所有的三種顏色(紅色、綠色及藍色)相位匹配的單個更複雜的極化圖案來進行NLO材料的極化。在該方法中存在如下優勢:將鏡片設計成具有可發生混合的光斑的網格,而非在鏡片的要形成合成場景影像的部分上方具有QPM NLO材料的連續區域的設計。亦即,非線性混合(亦即,合成場景影像的可見光產生)只能在存在光斑的特定部位處發生。這簡化了光束管理,例如光束路由及光束調變,此係由於在光斑外部交叉的光束不會產生任何可見光,因此可被允許。 FIG. 22 shows a schematic diagram of a pair of AR glasses 10, wherein the NLO material in the lens 100 is formed in discrete regions (i.e., spots 104) on the image area, which spots are embedded in regions of material that are not NLO material, or that are NLO material but as regions that have not been periodically polarized (or otherwise quasi-phase matched to the input beam). Therefore, visible light generation is limited to the spots of QPM NLO material, wherein the remaining regions between the spots are inactive, i.e., unable to generate any significant flux of visible light by nonlinear mixing of the input beam. As the eye moves in its orbit, only a relatively small amount of synthetic scene image light needs to be ensured to reach the eye, and considering that the iris can be 4 mm to 8 mm wide and the lens surface is only about 12 mm from the eye, the NLO material can be limited to a relatively small area spot without image perception degradation compared to the full area coverage of the QPM NLO material. In other words, the fill factor of the QPM NLO material can be quite small, for example, between 5% and 20%, considering the total area covered by the QPM NLO material. For example, the spot can be circular, with a diameter of 0.3 mm to 0.5 mm and distributed in a hexagonal close packed (HCP) grid with a grid pitch of 1 mm to 2 mm. The lower portion of the figure shows details in a portion 104 of a lens according to one implementation option for RGB image generation. Each spot is actually a composite set of three spots 106R, 106G and 106B with different QPM structures to generate red, green and blue light, respectively, allowing the formation of RGB images. Alternatively, RGB imaging can be achieved when the three QPM structures for red, green and blue are spatially superimposed (i.e., embedded at different depths z at the same xy location within the lens). Another alternative for RGB imaging is to polarize the NLO material according to a single more complex polarization pattern that is phase matched to all three colors (red, green and blue). There is an advantage in this approach that the lens is designed with a grid of spots where mixing can occur, rather than a design with a continuous area of QPM NLO material over the portion of the lens where the synthetic scene image is to be formed. That is, nonlinear mixing (i.e., visible light generation of the synthetic scene image) can only occur at specific locations where the spots exist. This simplifies beam management, such as beam routing and beam modulation, because beams crossing outside the spots do not generate any visible light and can therefore be allowed.
第 23 圖係繪製QPM光柵週期P與角度θ的相依性的圖,該角度為90°減去來自眼軸法線的反射的半角。該實例係針對兩個1064 nm光束的非線性混合計算的,以在532 nm下產生綠光。可看出,若顯示面板被輸入光束穿過係藉由淺角反射進行的(圖的右端),則QPM光柵所需的週期變得相當小,此可能會使製造變得更困難及不太準確。舉例而言,在60度(亦即,30度)時,所需週期性在UV中處於約400 nm,而在70度時為約300 nm。在接近全內反射的臨界角度的角度(亦即,對於典型的玻璃-空氣介面為約40度)下,光柵週期為約800 nm。若鏡片具備內紅外反射材料層及外紅外反射材料層,則輸入光束藉由使得能夠使用更大的角反射的鏡面反射來穿過鏡片。舉例而言,在2微米光柵週期性下,該角度為約22度。另一方面,每次反射皆係例如藉由散射而導致的損耗的原因,因此要選擇的最佳角度範圍係在製造的簡易度(及精度)與具有足夠淺的反射來使每一光束對中的輸入光束交叉所需的反射總數保持相對較小之間存在良好的折衷的角度範圍。 Figure 23 plots the dependence of the QPM grating period P on the angle θ, which is 90° minus the half angle of reflection from the normal to the eye axis. The example is calculated for the nonlinear mixing of two 1064 nm beams to produce green light at 532 nm. It can be seen that if the display panel is traversed by the input beam by shallow angle reflection (right end of the figure), the required period of the QPM grating becomes quite small, which may make manufacturing more difficult and less accurate. For example, at 60 degrees (i.e., 30 degrees), the required periodicity is about 400 nm in the UV, and at 70 degrees it is about 300 nm. At angles close to the critical angle for total internal reflection (i.e., about 40 degrees for a typical glass-air interface), the grating period is about 800 nm. If the lens has an inner and outer infrared reflective material layer, the input beam passes through the lens by specular reflection which enables the use of larger angles of reflection. For example, at a 2 micron grating periodicity, the angle is about 22 degrees. On the other hand, each reflection is responsible for losses, for example by scattering, so the optimal angle range to be chosen is the one where there is a good compromise between ease of manufacture (and precision) and having sufficiently shallow reflections to keep the total number of reflections required to cross the input beams in each beam pair relatively small.
第 24 圖係用於將第一輸入光束70及第二輸入光束76引入眼鏡顯示鏡片中的結構的示意圖。第一輸入光束70及第二輸入光束76在鏡片的眼鏡臂或眼鏡腿側264中被引入雙層鏡片結構中的各別遠端及近端鏡片層中。每一輸入光束70、76穿過其鏡片層。在鏡片的鼻樑架側266,遠端層中的第一輸入光束70被鏡面260 (彼此成90度的兩個鏡)反射回近端層中,使得其與第二輸入光束76逆向傳播,以到達光束在NLO材料層內重疊的所需區110。在顯示元件內存在額外鏡層262,其在第一輸入光束70及第二輸入光束76的紅外波長下係反射性的。因此,利用該設計,使第一輸入光束70及第二輸入光束76視需要在區110中交叉,同時被引入鏡片的同一端,該端可便利地為如所說明的眼鏡腿側。應當注意,可使用其他方法來引入第一輸入光束及第二輸入光束,包含使用合適的光導管或波導結構在鏡片的周邊周圍進行路由。同樣,不必使用兩個單獨層(如同圖中,由於亦有可能利用單個層來使第一輸入光束70後向反射。 FIG . 24 is a schematic diagram of a structure for introducing a first input beam 70 and a second input beam 76 into an eyeglass display lens. The first input beam 70 and the second input beam 76 are introduced into the respective distal and proximal lens layers in the dual-layer lens structure in the lens arm or temple side 264 of the lens. Each input beam 70, 76 passes through its lens layer. At the nose bridge side 266 of the lens, the first input beam 70 in the distal layer is reflected by the mirror surface 260 (two mirrors at 90 degrees to each other) back into the proximal layer, so that it propagates in the opposite direction with the second input beam 76 to reach the desired area 110 where the beams overlap within the NLO material layer. There is an additional mirror layer 262 within the display element which is reflective at the infrared wavelengths of the first input beam 70 and the second input beam 76. Thus, with this design, the first input beam 70 and the second input beam 76 are optionally crossed in the region 110 and introduced simultaneously into the same end of the lens, which end may conveniently be the side of the eyeglass leg as illustrated. It should be noted that other methods may be used to introduce the first input beam and the second input beam, including routing around the periphery of the lens using a suitable light pipe or waveguide structure. Likewise, it is not necessary to use two separate layers (as in the figure), as it is also possible to use a single layer to retro-reflect the first input beam 70.
第 25 圖示出了覆蓋RGB及ROC時間多工兩者以產生合成場景影像的單個實例訊框的時間截分序列。為了形成影像訊框,在時間t內提供一系列時間切片,每一時間切片特定於一種原色,例如紅、綠、藍(red, green, blue,RGB);及一個曲率半徑(radius of curvature,ROC),例如0.25公尺。三個時間切片的子訊框在一個ROC處產生合成彩色影像。為了產生含有場景中的多個距離處的物件的彩色合成場景影像,需要多個此類子訊框,每一ROC一個子訊框。在全訊框中,在合成場景中的多個不同感知深度處形成合成子影像。因此,藉由按順序顯示相關顯示字段,有可能建立令人信服的白光效應且渲染任何顏色,如在諸如基於RGB的投影儀的習知顯示器中。所示的實例曲率半徑為0.25 m、0.5 m、1.0 m、2.0 m及4.0 m。在該實例中,它們以單調遞增序列示出,接著將重複該單調遞增序列。然而,應當理解,任何給定訊框可使用時間切片的任意序列。實際上,不同於所示序列的序列可更高效地由硬體產生及/或產生被人類視覺感知為具有更高品質的影像。所示的五個實例ROC值在0.25公尺處具有最小ROC值,其約等於或恰好低於正常視力的近點。該值使得能夠焦點對準地顯示極近及甚至稍微過近的物件。該實例中的最大距離係4公尺,其實際上與單眼視覺中正常眼睛的大距離(或無限遠)相同。應當理解,可選擇更小或更大數目的距離,且亦有可能自適應地控制距離及訊框。此外,每訊框ROC的數目可根據合成場景內容而變化,例如可隨著某些物件離開或進入合成場景而減少或增加。如先前所論述,使用非線性混合製程並改變第一輸入光束及第二輸入光束的交叉角來設置ROC值。 Figure 25 shows a temporal truncation sequence of a single instance frame overlaying both RGB and ROC temporal multiplexing to produce a synthetic scene image. To form an image frame, a series of time slices are provided within time t, each time slice being specific to a primary color, such as red, green, blue (RGB); and a radius of curvature (ROC), such as 0.25 meters. Subframes of three time slices produce a synthetic color image at one ROC. In order to produce a color synthetic scene image containing objects at multiple distances in the scene, multiple such subframes are required, one subframe for each ROC. In the full frame, synthetic sub-images are formed at multiple different perceptual depths in the synthetic scene. Thus, by displaying related display fields in sequence, it is possible to create a convincing white light effect and render any color, as in known displays such as RGB-based projectors. The example curvature radii shown are 0.25 m, 0.5 m, 1.0 m, 2.0 m, and 4.0 m. In this example, they are shown in a monotonically increasing sequence, which is then repeated. However, it should be understood that any given frame may use an arbitrary sequence of time slices. In practice, sequences different from the sequence shown may be more efficiently generated by the hardware and/or produce images that are perceived by human vision as having higher quality. The five example ROC values shown have a minimum ROC value at 0.25 meters, which is approximately equal to or just below the near point of normal vision. This value enables objects that are very close and even slightly too close to be displayed in focus. The maximum distance in this example is 4 meters, which is actually the same as the maximum distance of a normal eye in monocular vision (or infinity). It should be understood that a smaller or larger number of distances can be selected, and it is also possible to control the distances and frames adaptively. In addition, the number of ROCs per frame can vary depending on the content of the synthesized scene, for example it can be reduced or increased as certain objects leave or enter the synthesized scene. As previously discussed, the ROC value is set using a nonlinear blending process and changing the intersection angle of the first input beam and the second input beam.
第 26 圖示出了眼鏡格式系統的示意性橫截面圖,該眼鏡格式系統包括眼鏡框26的標準部件,該眼鏡框26容納由鼻樑架28分離的左眼及右眼鏡片22、24且具有左側及右側眼鏡臂(眼鏡腿) 32、34。在該實施例中,左側及右側的面朝內的相機54、56安裝於鼻樑架28上或鄰近其安裝以用於捕捉左眼及右眼162的影像,該等影像經示出於穿過眼球的橫截面中。面朝內的相機52、54經說明為位於每一鏡片的鼻翼。然而,應當理解,例如在每一鏡片的眼鏡腿側亦可使用可替代的佈局。面朝內的相機54、56的功能係跟蹤佩戴AR眼鏡的人的凝視方向。提供用於眼睛跟蹤的面朝內的相機允許提供多個有利特徵及功能性。首先,瞳孔(及因此凝視)的位置允許系統照亮顯示器的適當區,使得觀看者在正確地點看見影像。藉助於面朝外部的相機及來自LiDAR的資訊或其他預定場景資訊加上部位及取向(來自羅盤或加速度計),可顯示適當的人工場景資訊。其次,眼睛位置可用於創建高解析度影像,該高解析度影像將被視網膜的視網膜中央凹區接收,視網膜中央凹區係眼睛的具有最高解析度的部分。因此,調變器或發射器陣列上的有限數目的空間像素可用於創建高解析度影像,且接著,當視線轉移時,輸入光束可被引導至眼鏡顯示鏡片的不同區,且在該新位置中產生高解析度影像。應當注意,就創建引人注目的合成場景而言,將資訊(具有較低解析度,但具有正確的顏色及強度)顯示於視野的更周邊部分(藉由將適當的光束引導至鏡片的其他區中)亦可為有幫助的。眼睛跟蹤的第三個特徵在於,在眼睛轉移視線(在更大的角度內)時,其可用於使合成場景變暗或破滅,使得觀看者感知不到非所需重像。藉助於面朝內的相機54及56進行眼睛跟蹤的第四個優勢在於,它們可確保朝向眼睛的瞳孔引導所有產生的光,從而既增加了顯示器的電力視覺效率,而且亦避免了可見光被引導至觀看者眼睛的其他部分(或他們眼瞼或周圍皮膚上的其他位置),此可被觀察AR眼鏡顯示系統的佩戴者的另一個人感知到。眼睛跟蹤的第五個優勢在於,該系統可適於補償不同瞳孔間距(眼睛之間的間隔)。由於不同的人的眼睛間距可能不同,因此能夠使系統適於將光導向個人的眼睛係有利的。此可藉由改變進入NLO材料的兩個光束的輸入角度來實現,以便引導發射光的波前方向。 FIG . 26 shows a schematic cross-sectional view of an eyeglass format system including standard components of an eyeglass frame 26 housing left and right eyeglass lenses 22, 24 separated by a nose bridge 28 and having left and right eyeglass arms (eyeglass temples) 32, 34. In this embodiment, left and right inward facing cameras 54, 56 are mounted on or adjacent to the nose bridge 28 for capturing images of the left and right eyes 162, which are shown in cross-section through the eyeballs. The inward facing cameras 52, 54 are illustrated as being located at the nose wing of each lens. However, it should be understood that alternative arrangements may be used, such as on the side of the temples of each lens. The function of the inward facing cameras 54, 56 is to track the gaze direction of the person wearing the AR glasses. Providing inward facing cameras for eye tracking allows for multiple advantageous features and functionalities to be provided. First, the position of the pupil (and therefore the gaze) allows the system to illuminate the appropriate area of the display so that the viewer sees the image in the correct place. With the help of the outward facing camera and information from LiDAR or other predetermined scene information plus position and orientation (from a compass or accelerometer), appropriate artificial scene information can be displayed. Secondly, the eye position can be used to create a high resolution image that will be received by the fovea of the retina, which is the part of the eye with the highest resolution. Thus, a limited number of spatial pixels on a modulator or emitter array can be used to create a high resolution image, and then, as the gaze shifts, the input beam can be directed to a different area of the eyeglass display lens and a high resolution image is produced in that new location. It should be noted that displaying information (of lower resolution, but with the correct color and intensity) in more peripheral portions of the field of view (by directing appropriate beams into other areas of the lens) can also be helpful in creating a compelling synthetic scene. A third feature of eye tracking is that it can be used to darken or break up the synthetic scene as the eye shifts gaze (over larger angles) so that the viewer does not perceive unwanted ghosting. A fourth advantage of eye tracking with the aid of inward facing cameras 54 and 56 is that they ensure that all generated light is directed towards the pupil of the eye, thereby both increasing the power visual efficiency of the display and also avoiding visible light being directed to other parts of the viewer's eye (or other locations on their eyelid or surrounding skin), which could be perceived by another person observing the wearer of the AR glasses display system. A fifth advantage of eye tracking is that the system can be adapted to compensate for different pupillary distances (the separation between the eyes). Since the eye distances of different people may be different, it is advantageous to be able to adapt the system to direct light to an individual's eyes. This can be achieved by changing the input angles of the two light beams entering the NLO material in order to steer the wavefront direction of the emitted light.
第 27 圖示出了覆蓋RGB及ROC時間多工以產生合成場景影像的單個實例訊框的時間截分序列,該合成場景影像另外包含掃視移動消隱週期282。當系統被消隱時,照明(輸入光束中的一者或兩者)被關斷或切換至低強度,使得在消隱週期期間沒有合成場景影像形成。關於何時消隱的決策係由控制系統280做出的,該控制系統280基於自面朝內的相機54、56獲得的眼睛跟蹤資訊來進行訊號處理。消隱的目的係使得在眼睛轉動時,沒有光被發送至眼睛。此避免了視野中的非所需重像及條紋。此在脈衝系統中尤為重要,此係由於脈衝可致使瞬時影像被投射至視網膜上。脈衝可因一個或兩個光束源係脈衝的(例如脈衝雷射)或由於顏色及曲率半徑RGB、ROC的時間截分所引起的脈衝效應而出現。 FIG . 27 shows a time-truncated sequence of a single instance frame overlaying RGB and ROC time multiplexing to produce a synthetic scene image that additionally includes a scanning motion blanking period 282. When the system is blanked, the illumination (one or both of the input beams) is turned off or switched to low intensity so that no synthetic scene image is formed during the blanking period. The decision as to when to blank is made by the control system 280, which performs signal processing based on eye tracking information obtained from the inward-facing cameras 54, 56. The purpose of blanking is so that no light is sent to the eye when the eye is moving. This avoids unwanted ghosting and striping in the field of view. This is particularly important in pulsed systems, since the pulse causes a transient image to be projected onto the retina. The pulse can occur because one or both beam sources are pulsed (e.g. pulsed lasers) or because of pulse effects caused by time division of the color and radius of curvature RGB, ROC.
第 28 圖經由眼鏡片20的實例示出了配置於顯示元件鏡片的周邊區中的吸收層。眼鏡片20被吸收材料區290包圍,該吸收材料區290經置放於彼處以在輸入光束已在NLO材料中交叉並到達周邊區之後吸收該等輸入光束,從而在輸入光束已達到其目的之後藉由來自鏡片邊緣的反射而阻止輸入光束的進一步傳播。吸收材料可有利地具有與鏡片的材料類似的折射率(以避免菲涅耳(Fresnel)反射),同時經由分子吸收、染料吸收或黑色吸收顆粒吸收而包含了吸收功能。相同設計可用於其他格式的顯示面板,例如用於會議的大面積顯示器或如可以VR頭戴式耳機格式使用的用於雙眼的單個面板。此等設計的共同點在於,存在周邊區,該周邊區含有對在第一頻率及第二頻率下的光具有吸收性的材料,使得當第一輸入光束及第二輸入光束到達周邊區時,在第一路徑及第二路徑已在NLO材料中彼此交叉之後,該第一輸入光束及該第二輸入光束被吸收。亦存在配置於鏡片20的周邊處的光電二極體60,如先前所描述,其可用於檢查鏡片結構的完整性且在損壞的情況下提供關斷安全特徵。鏡片周邊亦包含非吸收區292,經由該非吸收區292將輸入光束70/76注入鏡片20中,亦即,吸收材料區不完全圍繞鏡片20的周邊延伸。 FIG . 28 shows, by way of example, an absorption layer arranged in a peripheral region of a display element lens. The lens 20 is surrounded by an absorption material region 290, which is placed there to absorb the input beams after they have crossed in the NLO material and reached the peripheral region, thereby preventing further propagation of the input beams by reflection from the edge of the lens after they have reached their destination. The absorption material may advantageously have a refractive index similar to that of the material of the lens (to avoid Fresnel reflections), while including the absorption function via molecular absorption, dye absorption, or absorption by black absorbing particles. The same design may be used for display panels of other formats, such as large area displays for conferencing or a single panel for both eyes as may be used in a VR headset format. What these designs have in common is that there is a peripheral region containing material that is absorptive to light at the first and second frequencies, so that when the first and second input beams reach the peripheral region, they are absorbed after the first and second paths have crossed each other in the NLO material. There are also photodiodes 60 disposed at the periphery of the lens 20, which, as previously described, can be used to check the integrity of the lens structure and provide a shut-off safety feature in the event of damage. The lens periphery also includes a non-absorptive region 292 through which the input beam 70/76 is injected into the lens 20, i.e., the absorptive material region does not extend completely around the periphery of the lens 20.
第 29 圖 ( 上部部分 )示出了一副AR眼鏡10的示意圖,其中鏡片100中的NLO材料形成於影像區域上的離散區(亦即,光斑104)中,該等光斑嵌入材料區域中,該等材料區域並非NLO材料,或該等材料區域係NLO材料,但作為其尚未經週期性極化(或以其他方式與輸入光束準相位匹配)的區域。因此,可見光產生被限制於QPM NLO材料的光斑,其中光斑之間的剩餘區域係非活性的,亦即,無法藉由輸入光束的非線性混合來產生可見光的任何顯著通量。在眼睛在其眼眶中轉動時,只需要確保相當少量的合成場景影像光到達眼睛,且在考慮到虹膜可為4 mm至8 mm寬且鏡片表面僅與眼睛相距約12 mm的情況下,與QPM NLO材料的全區域覆蓋相比,NLO材料可在沒有影像感知退化的情況下被限制於相當小的區域光斑。換言之,考慮到被QPM NLO材料覆蓋的總面積,QPM NLO材料的填充因子可能相當小,例如在5%至20%之間。舉例而言,光斑可為圓形的,直徑為0.3 mm至0.5 mm且分佈於具有1 mm至2 mm的網格間距的六方最密堆積(hexagonal close packed,HCP)網格中。在該方法中存在如下優勢:將鏡片設計成具有可發生混合的光斑的網格,而非在鏡片的要形成合成場景影像的部分上方具有QPM NLO材料的連續區域的設計。亦即,非線性混合(亦即,合成場景影像的可見光產生)只能在存在光斑的特定部位處發生。這簡化了光束管理,例如光束路由及光束調變,此係由於在光斑外部交叉的光束不會產生任何可見光,因此可被允許。 FIG. 29 ( upper portion ) shows a schematic diagram of a pair of AR glasses 10, wherein the NLO material in the lens 100 is formed in discrete regions (i.e., spots 104) on the image area, which spots are embedded in regions of material that are not NLO material, or that are NLO material but as regions that have not been periodically polarized (or otherwise quasi-phase matched to the input beam). Therefore, visible light generation is limited to the spots of QPM NLO material, wherein the remaining regions between the spots are inactive, i.e., unable to generate any significant flux of visible light by nonlinear mixing of the input beam. As the eye moves in its orbit, only a relatively small amount of synthetic scene image light needs to be ensured to reach the eye, and considering that the iris can be 4 mm to 8 mm wide and the lens surface is only about 12 mm from the eye, the NLO material can be limited to a relatively small area spot without image perception degradation compared to the full area coverage of the QPM NLO material. In other words, the fill factor of the QPM NLO material can be quite small, for example, between 5% and 20%, considering the total area covered by the QPM NLO material. For example, the spot can be circular, with a diameter of 0.3 mm to 0.5 mm and distributed in a hexagonal close packed (HCP) grid with a grid pitch of 1 mm to 2 mm. There is an advantage in this approach that the lens is designed with a grid of spots where mixing can occur, rather than a design with a continuous area of QPM NLO material over the portion of the lens where the synthetic scene image is to be formed. That is, nonlinear mixing (i.e., visible light generation of the synthetic scene image) can only occur at specific locations where the spots exist. This simplifies beam management, such as beam routing and beam modulation, because beams crossing outside the spots do not generate any visible light and can therefore be allowed.
第 29 圖 ( 左下部分 )示出了用於實現每一光斑的第一種方式。亦即,光斑103A包括分別為206R、206G及206B的三個不同QPM週期的堆疊,其被設計成與適當的非線性混合製程相位匹配以用於產生三種不同波長,例如分別為紅光波長、綠光波長及藍光波長。在說明中,該等層經示出為保持接觸(如可藉由電場極化實現的),但應當理解,非活性材料的間隙可散置。 FIG. 29 ( lower left portion ) shows a first approach for achieving each spot. That is, spot 103A comprises a stack of three different QPM periods, 206R, 206G and 206B, designed to be phase matched with an appropriate nonlinear mixing process for generating three different wavelengths, such as red, green and blue wavelengths, respectively. In the illustration, the layers are shown as being in contact (as may be achieved by electric field polarization), but it should be understood that gaps of inactive material may be interspersed.
第 29 圖 ( 右下部分 )示出了用於實現每一光斑的第二種方法。亦即,光斑103B被實現為超結構光柵208,其被設計成使得可同時針對三種顏色(例如紅色、綠色及藍色)進行相位匹配。此可藉由根據與所有的三種顏色(紅色、綠色及藍色)相位匹配的單個更複雜的極化圖案進行NLO材料的極化來製造。亦說明了超結構光柵,其各層稍微遠離NLO材料層的平面傾斜。每一光斑的光柵可以在鏡片區域內自一個光斑至另一個光斑變化的方式傾斜,以便朝向瞳孔引導相位匹配輸出光束——如上面參考第17圖進一步描述的。相同區域傾斜方法可用於上述多堆疊光斑103A。 FIG. 29 ( lower right portion ) shows a second method for realizing each spot. That is, the spot 103B is realized as a superstructure grating 208, which is designed so that phase matching can be performed for three colors (e.g., red, green, and blue) at the same time. This can be produced by polarizing the NLO material according to a single more complex polarization pattern that phase matches all three colors (red, green, and blue). A superstructure grating is also illustrated, whose layers are tilted slightly away from the plane of the NLO material layer. The grating for each spot can be tilted in a manner that varies from one spot to another within the lens area so as to guide the phase-matched output beam toward the pupil - as further described above with reference to FIG. 17. The same area tilting method can be used for the multi-stacked light spots 103A described above.
第 30 圖示出了用於AR眼鏡的眼鏡片20的兩個示意圖。該圖的上部部分示出了鏡片20的前視圖,而該圖的下部部分示出了俯視圖,亦即,作為穿過鏡片的截面的視圖。在前視圖中,第一輸入光束70A、76A及第二輸入光束70B、76B分別經由入口區域292A及292B自鏡片20的左側及右側進入該鏡片20。第一輸入光束70A、76A及第二輸入光束70B、76B在兩個不同的交叉位置110A及110B處交叉。在鏡片後面的眼睛轉動時,視線將被引導至許多此類地點,且有必要創建將被眼睛的瞳孔接收的合成場景資訊。在該實例中,交叉位置110A涉及指向上方的凝視,而交叉位置110B涉及指向下方的凝視。作為實例,示出了兩個不同的任意第一輸入光束方向70A、76A及兩個不同的第二輸入光束方向70B、76B。下部部分(俯視圖)係鏡片的切片,示出了反彈路徑。應當瞭解,需要在三個維度上考慮非線性重疊區110A及110B中的各別交叉角,如一起考慮了前視圖及俯視圖時可清楚地看出,其中前視圖中所示的輸入光束注入方向及鏡片因反彈而穿過係相關的。根據該圖,應當瞭解,在鏡片20上的給定點處交叉的向量方向取決於鏡片上凝視所指向的位置。合成的波前需要被引導至觀看者的瞳孔,且因此相位匹配圖(其現為3維向量的)必須被設計成使得光被適當地引導。此可藉由將QPM方向設置於鏡片表面的適當取向上來實現,從而可實現所需方向上的相位匹配。 FIG. 30 shows two schematic diagrams of a lens 20 for AR glasses. The upper part of the figure shows a front view of the lens 20, and the lower part of the figure shows a top view, that is, a view as a cross section through the lens. In the front view, the first input light beam 70A, 76A and the second input light beam 70B, 76B enter the lens 20 from the left and right sides of the lens 20 through the entrance areas 292A and 292B, respectively. The first input light beam 70A, 76A and the second input light beam 70B, 76B cross at two different crossing positions 110A and 110B. When the eye behind the lens turns, the line of sight will be guided to many such locations, and it is necessary to create synthetic scene information that will be received by the pupil of the eye. In this example, intersection position 110A relates to a gaze directed upward, while intersection position 110B relates to a gaze directed downward. As examples, two different arbitrary first input beam directions 70A, 76A and two different second input beam directions 70B, 76B are shown. The lower portion (top view) is a slice of the lens showing the rebound path. It should be understood that the respective intersection angles in the nonlinear overlap regions 110A and 110B need to be considered in three dimensions, as can be clearly seen when the front view and the top view are considered together, where the input beam injection direction shown in the front view and the lens passing through due to rebound are related. From this figure, it should be understood that the direction of the vector that crosses at a given point on the lens 20 depends on the location on the lens at which the gaze is directed. The resultant wavefront needs to be directed to the viewer's pupil, and therefore the phase matching diagram (which is now a 3-dimensional vector) must be designed so that the light is properly directed. This can be achieved by placing the QPM direction at the appropriate orientation on the lens surface so that phase matching in the desired direction can be achieved.
應當注意,儘管相位匹配週期及QPM光柵向量將在製造鏡片時判定,但仍存在可控制的自由度,以確保自NLO製程中得到的光被引導至眼睛。首先,在給定交叉位置110A或110B處,可獨立控制第一輸入光束及第二輸入光束的反彈角θ (參見第10圖)。其次,可稍微改變第一輸入光束及/或第二輸入光束的波長以改變相位匹配條件,但此將需要光束源中的至少一者係可調諧的。如已經論述的,藉由使用面朝內的相機,有可能確保朝向瞳孔高效地引導來自系統的光且適於不同的瞳距。如所說明,眼鏡可經組態成使得光束自每一鏡片的相對側在中間高度位置292A及292B處進入每一鏡片。接著,視需要引導光束在不同位置110A及110B處交叉。如剛才論述的,為了確保自鏡片至佩戴者的瞳孔高效地引導光,需要在交叉位置110A及110B處區域性地設置QPM光柵向量,以便確保相位匹配的波前(或接近相位匹配的波前)傳播至瞳孔,亦即,使得波前具有適當的波向量。It should be noted that although the phase matching period and QPM grating vectors will be determined when the lens is manufactured, there are still controllable degrees of freedom to ensure that the light obtained from the NLO process is directed to the eye. First, at a given crossover position 110A or 110B, the bounce angle θ of the first input beam and the second input beam can be independently controlled (see Figure 10). Second, the wavelength of the first input beam and/or the second input beam can be slightly changed to change the phase matching condition, but this will require at least one of the beam sources to be tunable. As already discussed, by using an inward-facing camera, it is possible to ensure that the light from the system is efficiently directed toward the pupil and is suitable for different pupil distances. As illustrated, the glasses can be configured so that the beam enters each lens at the mid-height positions 292A and 292B from opposite sides of each lens. The light beams are then guided to cross at different locations 110A and 110B as needed. As just discussed, in order to ensure efficient guidance of light from the lens to the wearer's pupil, it is necessary to regionally set the QPM grating vectors at the crossing locations 110A and 110B to ensure that a phase-matched wavefront (or a nearly phase-matched wavefront) is propagated to the pupil, that is, so that the wavefront has an appropriate wave vector.
第 31 圖示出了適用於VR護目鏡的實例鏡片300。鏡片300具有嵌入其中的NLO材料層100。第一輸入光束70及第二輸入光束76自遠端側面進入鏡片300,此對於不存在透射於眼睛上且在相交區110處的NLO材料層100中交叉的自然場景的VR係可能的。在VR中,鏡片300可被製作得比對於AR可能的厚度厚得多,該事實亦有助於輸入光束自鏡片300的遠端側面注入。鏡片300的厚度可為例如50 mm。鏡片300的經說明形式係具有第一傾斜小面及第二傾斜小面的屋頂形狀,其表面在注入點處與第一輸入光束70及第二輸入光束76形成近似正交的角度。該系統的其他特徵與如先前針對輸入光束以反彈穿過方式進行端部注入以到達輸入光束交叉的相交區所論述的保持相同。 FIG . 31 shows an example lens 300 suitable for VR goggles. The lens 300 has a layer of NLO material 100 embedded therein. The first input beam 70 and the second input beam 76 enter the lens 300 from the distal side, which is possible for VR where there is no natural scene that is transmitted on the eye and intersects in the NLO material layer 100 at the intersection area 110. The fact that the lens 300 can be made much thicker in VR than is possible for AR also helps with the injection of the input beams from the distal side of the lens 300. The thickness of the lens 300 can be, for example, 50 mm. The illustrated form of lens 300 is a roof shape having first and second inclined facets, the surfaces of which form approximately normal angles at the injection point with the first and second input beams 70, 76. The other features of the system remain the same as previously discussed for end injection of the input beams in a bounce-through manner to reach the intersection region where the input beams cross.
第 32 圖示意性地示出了當第一輸入光束源係非相干發射器陣列321時,在具有非線性QPM光柵108的NLO材料層中的影像產生,該非相干發射器陣列321發射多個物件作為非相干紅外光(諸如來自單色微型LED陣列),從而作為第一輸入光束。鏡片325配置於發射器陣列320及QPM光柵108的中間,與它們各自相距一個焦距f。三個發射區經示出為像素322、323及324。此等中的每一者具有相同的曲率半徑。用作第二輸入光束且具有強度剖面及相位剖面(對應於曲率半徑)的輸入紅外雷射波317經示出為進入QPM光柵108 (來自左側)。輸入雷射波317可在不同時間被賦予三個不同的曲率半徑318、319及320。藉由改變來自左側的輸入雷射光束的ROC且藉由提供來自微型LED非相干發射器的不同強度圖案,有可能產生連續波前,該等連續波前可按順序快速循環,使得觀看者感知到不同物件存在於自QPM光柵108發射的可見非線性波的不同表觀焦點位置處,作為輸入光束的非線性混合的結果。 對用於光束之間的相位及振幅調變的選項的概述 FIG. 32 schematically illustrates image generation in an NLO material layer with a nonlinear QPM grating 108 when the source of the first input beam is an incoherent emitter array 321 that emits multiple objects as incoherent infrared light (e.g., from a monochromatic micro-LED array) as the first input beam. A lens 325 is disposed between the emitter array 320 and the QPM grating 108, at a focal length f from each of them. Three emission regions are shown as pixels 322, 323, and 324. Each of these has the same radius of curvature. An input infrared laser wave 317, used as the second input beam and having an intensity profile and a phase profile (corresponding to a radius of curvature), is shown entering the QPM grating 108 (from the left side). The input laser wave 317 can be given three different radii of curvature 318, 319 and 320 at different times. By varying the ROC of the input laser beam from the left side and by providing different intensity patterns from the micro-LED incoherent emitters, it is possible to produce continuous wavefronts that can be rapidly cycled in sequence so that a viewer perceives different objects to exist at different apparent focal locations of the visible nonlinear waves emitted from the QPM grating 108 as a result of nonlinear mixing of the input beams. Overview of options for phase and amplitude modulation between beams
在下文中,我們概述了用於進行振幅及相位調變功能的可能方法,尤其係關於是兩者均應用於輸入光束中的一者抑或是一者應用於輸入光束中的每一者以及光束是大面積光束(或如由陣列發射器產生的等效光束陣列)抑或是光柵化筆形光束。雖然以下內容旨在提供對選項的全面概述,但此並非詳盡的,且將例如藉由組合來自以下具體實例的元素來容易地理解其他變化。亦應當注意,以光束1及光束2形式對兩個輸入光束的標記係任意的。
表A:用於振幅調變的實例方法
第 33a 圖示出了一系列面板,說明了表A中概述的用於控制兩個輸入光束的振幅及相位的方法中的特定方法。該等面板利用取自表A的對應列的參考標記來進行標記。應當理解,在下文中,出於方便起見,此處的兩個光束對於來自相互作用區110的左側的光束經標記為70,而對於來自右側的光束經標記為76,但當然光束的方向可交換,只要光束在適當的重疊區110中交叉即可。亦可便於設計該系統,使得對於右側鏡片及左側鏡片,該系統係鏡像對稱的,從而保持眼鏡兩側的對稱性。舉例而言,在兩個眼鏡片中,輸入光束中的一者(例如攜帶相位調變的第一輸入光束)自鼻樑側注入,而另一個輸入光束(例如攜帶振幅調變的第二輸入光束)自眼鏡腿(或臂)側注入。 Figure 33a shows a series of panels illustrating a particular method of controlling the amplitude and phase of two input beams as outlined in Table A. The panels are labeled using reference numbers taken from the corresponding columns of Table A. It will be appreciated that hereinafter, for convenience, the two beams are hereby labeled 70 for the beam from the left side of the interaction region 110 and 76 for the beam from the right side, although of course the directions of the beams may be interchanged so long as the beams cross in the appropriate overlap region 110. It may also be convenient to design the system so that it is mirror-symmetric for the right and left lenses, thereby maintaining the symmetry of the two sides of the eyeglasses. For example, in two glasses, one of the input beams (e.g., the first input beam carrying phase modulation) is injected from the side of the nose bridge, and the other input beam (e.g., the second input beam carrying amplitude modulation) is injected from the side of the glasses leg (or arm).
第 33a 圖在面板 Ai) 中示出了適用於光柵掃描及整個光束調變方法的方案。其示出了在非線性區110中相互作用的兩個光束70及76。第一光束自雷射18發射,該雷射18由雷射控制器單元19驅動。雷射控制器單元向雷射提供電能,且藉由改變電流,在光束以一定角度經掃描以建立影像時,可對輸出功率進行調變。該圖示出了不連續性186,以指示將存在置放於光學路徑中(例如以掃描角度等)的其他光學元件。在該實施方式中,雷射光束70的功率由雷射控制器單元19控制。第二光束76經示出為具有適用於控制合成的非線性光束(未示出)的曲率半徑的相位剖面80。如表A中所論述,亦可藉由將調變器置放於光束路徑中來控制整個光束70的強度。調變元件可為透射性的或反射性的。 FIG . 33a shows in panel Ai) a scheme suitable for grating scanning and overall beam modulation methods. It shows two beams 70 and 76 interacting with each other in a non-linear region 110. The first beam is emitted from a laser 18, which is driven by a laser controller unit 19. The laser controller unit provides power to the laser and, by varying the current, can modulate the output power as the beam is scanned at a certain angle to create an image. The figure shows discontinuities 186 to indicate that there will be other optical elements placed in the optical path (e.g., at a scanning angle, etc.). In this embodiment, the power of the laser beam 70 is controlled by the laser controller unit 19. The second beam 76 is shown as having a phase profile 80 suitable for controlling the radius of curvature of a composite non-linear beam (not shown). The intensity of the overall beam 70 may also be controlled by placing a modulator in the beam path as discussed in Table A. The modulating element may be transmissive or reflective.
第 33a 圖在面板 Aii) 中示出了由雷射產生的光束,在該光束上壓印有複雜的振幅調變。其不同於先前實例,在先前實例中,對整個光束的強度進行了調變,此係因為使用空間光調變器來改變光束的強度。該圖示出了兩個光束70及76。此等70中的第一者由空間變化的反射振幅調變器120 (例如基於反射LC的空間光調變器)進行振幅調變。該圖示出了電連接至調變器120的振幅調變器控制器121。該實例亦示出了雷射18及雷射控制器19。雷射控制器可控制光束中的光的總量,而調變器控制器121驅動調變器120以在雷射光束上產生空間變化強度剖面。如前所述,不連續性186指示在70的光束路徑中將存在其他光學元件。所有控制器元件皆由控製成像的中央控制器(未示出)控制。第二光束76具有受控的相位剖面80。 Figure 33a shows in panel Aii) a beam produced by a laser having a complex amplitude modulation imprinted on the beam. This differs from the previous examples in that the intensity of the entire beam was modulated because a spatial light modulator is used to vary the intensity of the beam. The figure shows two beams 70 and 76. The first of these 70 is amplitude modulated by a spatially varying reflective amplitude modulator 120 (e.g., a reflective LC-based spatial light modulator). The figure shows an amplitude modulator controller 121 electrically connected to the modulator 120. The example also shows a laser 18 and a laser controller 19. The laser controller can control the total amount of light in the beam, while the modulator controller 121 drives the modulator 120 to produce a spatially varying intensity profile on the laser beam. As previously described, discontinuities 186 indicate that other optical elements will be present in the beam path of 70. All controller elements are controlled by a central controller (not shown) that controls the imaging. The second beam 76 has a controlled phase profile 80.
第 33a 圖在面板 Aiii) 中示出了振幅調變光由具有多個單獨發射器的裝置(諸如微型LED裝置)產生的系統。在該方法中,第一光束70由來自發射器陣列321的單獨像素發射器源產生。發射器陣列由單獨控制器324驅動及控制,該控制器324設置每一發射元件的強度。示出了自兩個像素位置發射的光。注意,一般而言,陣列將係2維陣列。在該圖中,自發射器陣列321發射的光經示出為發散的(微型LED裝置的情況便係如此),且置放鏡片240以收集光且將其引導至第一光束70的方向。應當瞭解,第一光束70不再像雷射光束,相反,其係由發射器像素發射且由光學系統引導至相互作用區110的輻射。發射器陣列可在像素之間係非相干的(諸如,微型LED陣列的情況便係如此),或可在像素之間具有相干性(諸如,單個大雷射光斑將使振幅調變器置放於其發射表面上的情況便係如此)。可替代地,可使用發射雷射的陣列(諸如VCSEL陣列),且同樣可在每一發射器之間係相干的或非相干的。(注意,VCSEL係垂直腔表面發射雷射)。混合或複合發射器的提供在表A中被描述為實例Aiv),其描述了將調變器(諸如液晶調變器)置放於較大發射器(諸如雷射或LED)的發射表面上。 Figure 33a shows in panel Aiii ) a system in which amplitude modulated light is produced by a device having multiple individual emitters, such as a micro LED device. In this method, a first light beam 70 is produced by individual pixel emitter sources from an emitter array 321. The emitter array is driven and controlled by a separate controller 324, which sets the intensity of each emitting element. Light emitted from two pixel locations is shown. Note that in general, the array will be a 2-dimensional array. In this figure, the light emitted from the emitter array 321 is shown as diverging (as is the case with a micro LED device), and a lens 240 is placed to collect the light and direct it in the direction of the first light beam 70. It should be understood that the first beam 70 no longer resembles a laser beam, but rather is radiation emitted by an emitter pixel and directed by the optical system to the interaction region 110. An array of emitters may be incoherent between pixels (such as is the case with a micro-LED array), or may have coherence between pixels (such as is the case with a single large laser spot that would have an amplitude modulator placed on its emitting surface). Alternatively, an array of emitting lasers may be used (such as an array of VCSELs), and again may be coherent or incoherent between each emitter. (Note that a VCSEL is a vertical cavity surface emitting laser). The provision of a hybrid or composite emitter is described in Table A as Example Aiv), which describes placing a modulator (such as a liquid crystal modulator) on the emitting surface of a larger emitter (such as a laser or LED).
第 33a 圖在面板 Av) 中示出了組合式相位及振幅調變器。該實例係面板Aii中所示的實例的變體。示出了雷射18及雷射控制器19。來自雷射的光被組合式振幅及相位調變器123a反射。此由控制器123b控制,該控制器123b將振幅資訊及相位資訊兩者賦予於第一光束70。組合式振幅及相位調變器123a可為單個裝置,例如具有相位控制層的改進LCOS裝置,或其可使用鄰近的單獨元件來實現。同樣,該裝置可以透射或反射方式操作。第二光束76不再被賦予任何受控相位,此係因為改變發射光的曲率半徑的功能現係藉由將相位資訊應用於第一光束70來實現的。因此,相位80現在光束上係平坦的。然而,該光束可能仍具有某種更複雜的相位功能(例如其可被聚焦),但在產生影像來產生曲率半徑時未經調變。 Figure 33a shows a combined phase and amplitude modulator in panel Av) . This example is a variation of the example shown in panel Aii. A laser 18 and a laser controller 19 are shown. Light from the laser is reflected by a combined amplitude and phase modulator 123a. This is controlled by a controller 123b which imparts both amplitude information and phase information to the first light beam 70. The combined amplitude and phase modulator 123a may be a single device, such as a modified LCOS device with a phase control layer, or it may be implemented using adjacent separate elements. Similarly, the device may be operated in either a transmissive or reflective mode. The second light beam 76 is no longer imparted with any controlled phase because the function of changing the radius of curvature of the emitted light is now achieved by applying phase information to the first light beam 70. Therefore, the phase 80 is now flat across the beam. However, the beam may still have some more complex phase function (for example it may be focused), but is not modulated when producing the image to create the radius of curvature.
第 33b 圖示出了根據表B來控制光束上的相位的方法。其示出了說明不同方法的一系列面板。該等面板利用取自表B的對應列的參考標記來進行標記。面板示意圖將重點放在說明第二光束(在圖中標記為76)的作用上,但應當理解,以70及76對第一光束及第二光束的標記係任意的。類似於對第33a圖的描述,應當認識到,可便於建構在特定顯示設備(AR眼鏡)的左側鏡片及右側鏡片中具有鏡像對稱性的系統。 FIG. 33b illustrates a method of controlling the phase on a beam according to Table B. It shows a series of panels illustrating different methods. The panels are labeled using reference numbers taken from the corresponding columns of Table B. The panel schematics focus on illustrating the role of the second beam (labeled 76 in the figure), but it should be understood that the labeling of the first beam and the second beam with 70 and 76 is arbitrary. Similar to the description of FIG. 33a, it should be recognized that it is convenient to construct a system with image symmetry in the left and right lenses of a particular display device (AR glasses).
第 33b 圖在面板 Bi) 中示出了在非線性區110內相互作用的一對光束70及76。第一光束(來自左側)經標記為70且係根據第33a圖及表A進行振幅調變的光束。第二束76係來自右側的光束。其經示出為通過在光束80上賦予所需空間相位剖面的透射型空間相位調變器122。存在標度186的不連續性,其指示可將其他元件添加至光學路徑。空間相位調變器122由相位調變器控制器123控制,該相位調變器控制器123用於創建對應於發散光束的相位圖案,以便改變自NLO區110發射的光的曲率半徑,且因此向顯示裝置的觀看者創建不同焦點的外觀。 FIG . 33b shows in panel Bi) a pair of light beams 70 and 76 interacting within the nonlinear region 110. The first light beam (from the left) is labeled 70 and is the beam that is amplitude modulated according to FIG. 33a and Table A. The second light beam 76 is the light beam from the right. It is shown passing through a transmissive spatial phase modulator 122 that imparts a desired spatial phase profile on the light beam 80. There is a discontinuity in scale 186, which indicates that other elements may be added to the optical path. The spatial phase modulator 122 is controlled by a phase modulator controller 123, which is used to create a phase pattern corresponding to a diverging light beam so as to change the radius of curvature of the light emitted from the NLO region 110 and thereby create the appearance of different focal points to a viewer of the display device.
除了自相位調變器122反射第二光束76之外, 第 33b 圖在面板 Bii) 中類似於Bi),該相位調變器122類似地由空間相位調變器控制器123控制。舉例而言,相位調變器122可為可變形MEMs鏡,可為液晶(LCOS)型裝置或熱變形鏡元件。注意,表B中的實例Biii)由於與Bii)組態的相似性而未示出於圖中。 FIG . 33b is similar to B1) in panel Bii) , except that the second light beam 76 is reflected from the phase modulator 122, which is similarly controlled by the spatial phase modulator controller 123. For example, the phase modulator 122 can be a deformable MEMs mirror, a liquid crystal (LCOS) type device, or a thermally deformable mirror element. Note that example Biii) in Table B is not shown in the figure due to the similarity of the configuration to Bii).
第 33b 圖在表B中的 面板 Biv)未示出,此係因為其涉及將振幅及相位調變組合於單個混合元件中且與例如Av相同。 Figure 33b is not shown in panel Biv) in Table B because it involves combining amplitude and phase modulation in a single mixing element and is the same as, for example , Av.
第 33b 圖在面板 Bv) 中說明了改變光束76的曲率半徑的繞射強度調變方法。除了調變器現為空間受控的強度調變器120之外,其表面上看起來類似於Bi。在該圖中,其以透射方式經示出,但應當理解,其亦可以反射方式實現。強度調變器120由強度調變器控制器121控制。在最簡單的組態中,可僅僅藉由穿過可控寬度的孔徑(例如針孔)的透射來改變光束76的曲率半徑(相當於相位剖面80)。藉由減小孔徑的大小,光束發散度將由於繞射而增加。同樣,透射像素受控孔徑(例如液晶裝置)可產生亦將視需要增加繞射的透射圖案(例如針孔)。更優質的方法將係使用菲涅爾區板圖案,此係由於此將係更為光高效的。 Figure 33b illustrates in panel Bv ) a diffraction intensity modulation method that changes the radius of curvature of the light beam 76. It appears superficially similar to Bi, except that the modulator is now a spatially controlled intensity modulator 120. In this figure, it is shown in transmission, but it should be understood that it can also be implemented in reflection. The intensity modulator 120 is controlled by an intensity modulator controller 121. In the simplest configuration, the radius of curvature of the light beam 76 (equivalent to the phase profile 80) can be changed simply by transmission through an aperture of controllable width (such as a pinhole). By reducing the size of the aperture, the beam divergence will increase due to diffraction. Similarly, a transmissive pixel controlled aperture (such as a liquid crystal device) can produce a transmissive pattern (such as a pinhole) that will also increase diffraction as needed. A more elegant approach would be to use a Fresnel zone plate pattern, as this would be more light efficient.
第 33b 圖在面板 Bvi) 中示出了一種系統,該系統基於改變雷射類光束76的性質,以便控制光束76上的相位80 (相當於曲率半徑),從而產生非線性相交區110的輸出,該輸出為顯示裝置產生所需影像深度。該圖示出了用於創造擴束望遠鏡的一對鏡片240A及240B。該兩個鏡片係可控的(藉由控制器單元241),其用於修改該對鏡片的所得光功率。此可以許多不同的方式實現,包含液體鏡片或藉由移動元件來改變鏡片間距(諸如在相機的變焦鏡頭中)。應當理解,可使用不同數目的鏡片,且選擇將係基於所需技術效能的。改變光束76 (其將在一定距離內傳播(及由186表示的其他光學元件)的大小將導致繞射擴展,如對於高斯光束光學器件而言係眾所周知的。因此,光束的曲率半徑(相位)將受到控制。 實例控制系統輸入、輸出及功能 Figure 33b shows in panel Bvi) a system based on changing the properties of a laser-like beam 76 so as to control the phase 80 (equivalent to the radius of curvature) on the beam 76, thereby producing an output of a non-linear intersection region 110 that produces the desired image depth for a display device. The figure shows a pair of lenses 240A and 240B used to create an expanding telescope. The two lenses are controllable (by a controller unit 241) which is used to modify the resulting optical power of the pair of lenses. This can be achieved in many different ways, including liquid lenses or by moving elements to change the lens spacing (such as in a zoom lens for a camera). It should be understood that a different number of lenses can be used and the choice will be based on the desired technical performance. Changing the size of the beam 76 (which will propagate over a certain distance (and other optical elements represented by 186) will cause diffraction expansion, as is well known for Gaussian beam optics. Therefore, the radius of curvature (phase) of the beam will be controlled. Example Control System Inputs, Outputs and Functions
第 34 圖示出了用於如上所述的顯示系統的控制器的簡化示意性方塊圖。控制器13經示出為具有三個主要輸入,亦即,所需人工場景資訊11的影像資料、來自面朝內的相機54及56的眼睛監測資料以及來自面朝外的相機50及52的自然場景的影像資料。控制器13使用外部相機50及52自該自然場景獲取資訊,以判定人工場景資訊應當位於11的何處。面朝內部的相機54及56用於判定視線所指的位置,轉而使用其來導出顯示元件上的、重疊的輸入光束應被引導至的位置以在NLO材料中重疊。該圖亦示出了控制器13的主要輸出,它們係:用於曲率半徑判定光束的雷射功率19;用於產生強度結構化光束的OLED控制器324;相位控制器123 (其設置雷射光束上的曲率半徑/相位);及控制用於引導及聚焦輸入光束的輸入光束操縱光學元件(例如可旋轉鏡222)的輸出。應當瞭解,所描述的系統係簡化的,且在更複雜的組態中,將包含其他資訊,諸如加速度計資料、磁羅盤資料、LiDAR資料等。 FIG34 shows a simplified schematic block diagram of a controller for a display system as described above . The controller 13 is shown as having three main inputs, namely, image data of the desired artificial scene information 11, eye monitoring data from inward facing cameras 54 and 56, and image data of the natural scene from outward facing cameras 50 and 52. The controller 13 uses the external cameras 50 and 52 to obtain information from the natural scene to determine where the artificial scene information should be located 11. The inward facing cameras 54 and 56 are used to determine where the line of sight is pointing, which in turn is used to derive the location on the display element to which the overlapping input beams should be directed to overlap in the NLO material. The figure also shows the main outputs of the controller 13, which are: laser power 19 for the radius of curvature determining beam; OLED controller 324 for producing an intensity structured beam; phase controller 123 (which sets the radius of curvature/phase on the laser beam); and the output of controlling the input beam manipulation optics (e.g., rotatable mirror 222) used to steer and focus the input beam. It should be understood that the system described is simplified and in a more complex configuration, other information would be included, such as accelerometer data, magnetic compass data, LiDAR data, etc.
作為實例,如本文中所描述的顯示系統可具有以下輸入、控制器功能及輸出的任何組合或選擇。 輸入: As an example, a display system as described herein may have any combination or selection of the following inputs, controller functions, and outputs. Inputs:
可提供以下輸入以及相關聯的控制器輸入介面中的任一者。 • 網際網路的WiFi或4G/5G連接 • 藍芽或等同物(有線的、無線的或光學的) • 加速度計及磁力計 • 前置相機 • 後置(眼球跟蹤)相機 • 完整性感測器光電二極體 • 用於判定合成場景的資訊,包含區域性導出的且自外部網路接收到的資訊 • 區域空間的座標及幾何形狀(區域性廣播的或來自記憶體) • 雷射雷達/ 3D映射資訊 • 安裝協定中的校準資料 • 藉由內置相機觀察眼睛的光散射 系統控制器功能: Any of the following inputs and associated controller input interfaces may be provided. • WiFi or 4G/5G connection to the Internet • Bluetooth or equivalent (wired, wireless or optical) • Accelerometer and magnetometer • Front camera • Rear (eye tracking) camera • Integrity sensor photodiode • Information used to determine the synthetic scene, including information derived locally and received from the external network • Coordinates and geometry of the local space (locally broadcast or from memory) • LiDAR/3D mapping information • Calibration data in the installation protocol • Light scattering from the eye observed by the built-in camera System controller functions:
控制器中可包含以下功能中的任一者。 • 根據外部及內部源判定合成場景 • 判定區域幾何形狀及特徵身份 • 記憶體及訊號處理 • 當前視線角度 • 眼睛間隔及其他視覺性質、單眼優勢、眨眼等。 • 計算重疊角及相位控制 • 強度調變計算 • 判定顯示完整性 • 外部照明度 • 計算阻擋真實場景光區塊的需求 輸出: The controller may include any of the following functions. • Determine the synthetic scene based on external and internal sources • Determine region geometry and feature identity • Memory and signal processing • Current view angle • Eye spacing and other visual properties, monocular dominance, blinking, etc. • Calculate overlap angle and phase control • Intensity modulation calculations • Determine display integrity • External illumination • Calculate the need to block blocks of real scene light Outputs:
可提供可被視為控制訊號的以下輸出以及相關聯的控制器輸出介面中的任一者。 • 針對外部使用者的位置、旋轉及加速度資料 • 針對外部處理的相機輸出 • 用於第一光束的控制器及用於第二光束的控制器 • 振幅調變 • 用於設置曲率半徑的相位調變 • 顏色調變 • 引導光學器件來將光束引導至所需光斑 • 控制光致變色的真實場景擋光 波長組合 Any of the following outputs and associated controller output interfaces that may be viewed as control signals may be provided. • Position, rotation and acceleration data for external users • Camera output for external processing • Controller for first beam and controller for second beam • Amplitude modulation • Phase modulation to set radius of curvature • Color modulation • Steering optics to steer beam to desired spot • Real scene blocking wavelength combination to control photochromic
對於彩色顯示器,有必要提供紅光、綠光及藍光。假設非線性製程係三光束SFG,兩個輸入光束的頻率必須為所需顏色的產品光束的頻率之和。存在過多的可用雷射及非雷射源,它們提供紅、綠及藍之和的兩種頻率的幾乎無限制的可能組合。For color displays, it is necessary to provide red, green, and blue light. Assuming a nonlinear process of three-beam SFG, the frequencies of the two input beams must be the sum of the frequencies of the product beams of the desired color. There are a plethora of available laser and non-laser sources that provide an almost unlimited number of possible combinations of the two frequencies of the sum of red, green, and blue.
一個實例組合係:
該實例亦示出了用於減少所需的源波長的數目的實用方法。在該實例中,只使用了三種不同波長(頻率),亦即,每種顏色少於兩種波長(頻率)。This example also shows a practical method for reducing the number of source wavelengths required. In this example, only three different wavelengths (frequencies) are used, that is, less than two wavelengths (frequencies) for each color.
第二實例組合係:
該實例示出了用於減少所需的源波長的數目的另一方法。在該實例中,只需要兩個雷射源,此係由於可藉由1560 nm的雷射的二次諧波產生來產生780 nm的光。This example shows another method for reducing the number of source wavelengths required. In this example, only two laser sources are required since the 780 nm light can be generated by second harmonic generation of a 1560 nm laser.
應當瞭解,所用雷射的數目的選擇將取決於每種技術的可用性、效率、價格、壽命及實體體積。應當注意,有可能使用單個雷射(例如在3144 nm下),其將經由倍頻來提供1572 nm,且其三次諧波將提供1048 nm。It should be understood that the choice of the number of lasers used will depend on the availability, efficiency, price, lifetime and physical size of each technology. It should be noted that it is possible to use a single laser (for example at 3144 nm) which will provide 1572 nm via frequency doubling and its third harmonic will provide 1048 nm.
因此,使用在3144 nm下的單個起始雷射的第三實例組合係:
另一具體實例將係:
其中950 nm的光束可由OLED陣列(或其他紅外發光二極體陣列)產生,而處於1800 nm、1210 nm及880 nm的其他三個光束由各別雷射源產生。在該實例中,存在四種不同波長。The 950 nm beam can be generated by an OLED array (or other IR LED array), while the other three beams at 1800 nm, 1210 nm, and 880 nm are generated by separate laser sources. In this example, there are four different wavelengths.
本發明的一般理想特徵根據以上實例而變得顯而易見。亦即,由於顯示器的顏色本質上在可見範圍內,故輸入光束將在紅外範圍內,且因此對於兩種波長的大多數(若並非全部)實用組合係不可見的。因此,習知微型投影儀顯示器的散射問題本質上已得到解決,此係由於來自源光束的任何散射光皆將在紅外範圍中,且因此看不見。The generally desirable features of the present invention become apparent from the above examples. That is, since the colors of the display are essentially in the visible range, the input beam will be in the infrared range and therefore invisible for most, if not all, practical combinations of the two wavelengths. Thus, the scattering problem of known microprojector displays is essentially solved, since any scattered light from the source beam will be in the infrared range and therefore invisible.
非線性製程中的轉換效率取決於輸入光束強度的乘積。為此,儘管可使用CW源,但較佳的係源在脈衝模式下操作以產生高峰值功率,從而獲得更高的轉換效率。用於產生輸入光束的雷射源可在以下模式中的任一者下操作:CW、長脈衝、奈秒脈衝、皮秒脈衝或飛秒脈衝。選擇使用哪種源及以哪種操作模式將取決於各種因素,包含NLO材料的非線性、NLO材料的損壞臨限值、所需驅動電功率、形狀因子、重量、成本、壽命等。The conversion efficiency in nonlinear processes depends on the product of the input beam intensities. For this purpose, although a CW source can be used, the preferred source is operated in pulse mode to produce high peak power, resulting in higher conversion efficiency. The laser source used to generate the input beam can be operated in any of the following modes: CW, long pulse, nanosecond pulse, picosecond pulse, or femtosecond pulse. The choice of which source to use and in which operating mode will depend on various factors, including the nonlinearity of the NLO material, the damage threshold of the NLO material, the required drive power, form factor, weight, cost, lifetime, etc.
此外,應當理解,所使用的任何特定光束源將產生具有特定頻率回應的光束,該特定頻率回應通常根據單種頻率(或波長)——峰值頻率——及頻寬來定義,作為高於及低於峰值頻率的發射擴展的度量。就與本文獻相關的程度而言,我們將光束源的頻寬定義為半高寬(full width at half maximum,FWHM)。當雷射用作光束源時,頻寬將極窄,而當非雷射源用作光束源時,頻寬可為明顯的。考慮到以上實例中所論述的可見及近紅外波長,典型頻寬如下。在單模邊緣發射LD中,頻寬可高達幾奈米,對於分佈式回饋(distributed feedback,DFB)或分佈式布拉格反射器(distributed Bragg reflector,DBR)邊緣發射LD,其減小至亞pm。對於非雷射源,頻寬通常將更高。舉例而言,OLED可具有數十奈米的頻寬。在本文獻中,我們通常提到光束源的『頻率』——意指峰值頻率,且除非相關,否則不提及頻寬。 其他要點及變體 Furthermore, it should be understood that any particular beam source used will produce a beam having a particular frequency response, which is typically defined in terms of a single frequency (or wavelength) - the peak frequency - and bandwidth, as a measure of the spread of emission above and below the peak frequency. To the extent relevant to this document, we define the bandwidth of a beam source as the full width at half maximum (FWHM). When a laser is used as the beam source, the bandwidth will be extremely narrow, while when a non-laser source is used as the beam source, the bandwidth can be significant. Considering the visible and near-infrared wavelengths discussed in the examples above, typical bandwidths are as follows. In single-mode edge-emitting LDs, the bandwidth can be as high as a few nanometers, decreasing to sub-pm for distributed feedback (DFB) or distributed Bragg reflector (DBR) edge-emitting LDs. For non-laser sources, the bandwidth will typically be much higher. For example, OLEDs can have bandwidths of tens of nanometers. In this literature, we usually refer to the "frequency" of a beam source - meaning the peak frequency, and not the bandwidth unless relevant. Other points and variations
儘管藉由非線性波混合的SFG通常與使用具有相當高的功率(例如mW至瓦特級雷射功率)的輸入光束的需求相關聯,但由於人眼的高靈敏度,因此本發明的實施例通常不需要此類高功率輸入光束。對於人眼而言,亞微瓦特級的光功率相當亮,因此本發明的近眼實施例所需的光束源(諸如AR眼鏡或VR頭戴式耳機)的最大輸出功率將保持相當適中。Although SFG by nonlinear wave mixing is usually associated with the need to use an input beam with relatively high power (e.g., mW to Watt-level laser power), embodiments of the present invention generally do not require such high-power input beams due to the high sensitivity of the human eye. Sub-microwatt-level optical powers are quite bright to the human eye, so the maximum output power of the beam source (such as AR glasses or VR headsets) required for near-eye embodiments of the present invention will remain quite modest.
自現存AR及VR顯示設備中已知的許多習知光學設計方法亦可用於體現本發明的顯示設備中。舉例而言,眾所周知,在調變光源(例如微型OLED發射器陣列)與AR顯示面板之間使用中繼鏡片來將光轉移至顯示面板上的發射點,在該發射點處,光有效地變成角譜。就傅氏光學而言,例如在4f成像系統中,該概念係熟悉的,其中簡單鏡片置放於與發射螢幕相距一個焦距的地方且設置成使得反射平面波的位置亦在一個焦距之外。在最簡單的情況下,且假設鏡片的焦距與眼睛的焦距(例如約16 mm)匹配,提供了對稱的4f成像系統。顯示面板有效地位於中間或傅氏平面處,且因此將含有角度資訊。中繼鏡片與眼睛相比具有不同的焦距的修改係可能的。此外,中繼鏡片亦可以更複雜的方式進行改進,例如以補償非所需光學畸變,諸如校正色差及其他像差或提供其他效應,諸如提供不同的放大率。在設計中繼鏡片時,應當注意,與需要考慮的第一輸入光束及任選地第二輸入光束中的對應影像資訊相比,非共線幾何形狀導致產品光束中的影像資訊的空間分佈被拉伸。一種簡單的方法係使用沙姆(Scheimpflug)原理,其中鏡片係傾斜的,以便以一定角度成像於平面。可部署更複雜的光學鏡片及鏡片組合來校正畸變及像差,如在光學設計理論中已經很常見的。亦存在由於顯示面板的曲率而造成的影響,且此可經由判定QPM光柵方向的區域角度的組合以及經由選擇影像資訊來進行校正。Many conventional optical design methods known from existing AR and VR display devices may also be used in display devices embodying the present invention. For example, it is well known to use a relay lens between a modulated light source (e.g., an array of micro OLED emitters) and an AR display panel to transfer the light to an emission point on the display panel where it is effectively transformed into an angular spectrum. In terms of Fourier optics, the concept is familiar, for example in a 4f imaging system, where a simple lens is placed one focal length away from the emission screen and arranged so that the position of the reflected plane wave is also one focal length away. In the simplest case, and assuming that the focal length of the lens matches the focal length of the eye (e.g., approximately 16 mm), a symmetric 4f imaging system is provided. The display panel is effectively located in the middle or Fourier plane and will therefore contain angular information. Modifications of the relay lenses with different focal lengths compared to the eye are possible. Furthermore, the relay lenses can also be modified in more complex ways, for example to compensate for undesired optical distortions, such as correcting chromatic aberrations and other aberrations or to provide other effects, such as providing different magnifications. When designing the relay lenses, it should be noted that the non-collinear geometry causes the spatial distribution of the image information in the product beam to be stretched compared to the corresponding image information in the first input beam and optionally the second input beam that needs to be considered. A simple approach is to use the Scheimpflug principle, where the lens is tilted so as to image onto a plane at a certain angle. More complex optical lenses and lens combinations can be deployed to correct distortions and aberrations, as is already common in optical design theory. There is also an effect due to the curvature of the display panel, and this can be corrected by a combination of determining the field angle of the QPM grating direction and by selecting the image information.
若AR顯示設備令人信服,則佩戴AR眼鏡的人可將任何影像置放於其視野內的任何地方。舉例而言,若佩戴者觀察他們的手腕來查看手錶,他們實際上不需要錶盤來進行呈現。相反,錶盤可疊加於錶盤上。類似地,行動電話不再需要顯示器,而係可具有任意的顯示區域,AR顯示器在該顯示區域上疊加顯示器上的內容。相同的方法亦可用於電視或個人電腦,它們不再需要螢幕,只需要牆壁或裝置上的指定區域以供AR顯示器的佩戴者感知顯示器。亦可投影鍵盤。If the AR display device is convincing, the person wearing the AR glasses can place any image anywhere within their field of view. For example, if the wearer looks at their wrist to view the watch, they don't actually need a watch face for presentation. Instead, the watch face can be superimposed on the watch face. Similarly, mobile phones no longer need a display, but can have an arbitrary display area, on which the AR display superimposes the content on the display. The same method can also be used for televisions or personal computers, which no longer need screens, but only a wall or designated area on the device for the wearer of the AR display to perceive the display. Keyboards can also be projected.
應當認識到,本文中在AR的上下文中揭示的方法中的任一者亦將適用於VR (僅僅藉由阻擋所有自然場景光)。It should be recognized that any of the methods disclosed herein in the context of AR will also be applicable to VR (simply by blocking all natural scene light).
應當注意,當我們提到兩個輸入光束的SFG時,我們包含倍頻,亦即,二次諧波產生(second harmonic generation,SHG),SHG係SFG的特例,其中兩個輸入光束具有相等的波長。It should be noted that when we refer to SFG of two input beams, we include frequency doubling, i.e., second harmonic generation (SHG), which is a special case of SFG in which the two input beams have equal wavelengths.
雖然所提出的設計的某些特徵及優勢係特定於AR視覺系統的,但所提出的設計對於VR視覺系統亦係有利的,尤其係VR護目鏡可由於能夠設計VR影像的波前曲率而被製作得具有小得多的深度。將不同合成物件置放於不同感知深度的能力在VR護目鏡中形成的虛擬影像的上下文中與對於AR眼鏡的情況一樣有利,此係因為其使得VR影像更令人信服且亦允許避免輻輳調節衝突。Although certain features and advantages of the proposed design are specific to AR vision systems, the proposed design is also advantageous for VR vision systems, in particular VR goggles can be made to have much less depth due to the ability to engineer the wavefront curvature of the VR image. The ability to place different synthetic objects at different perceived depths is as advantageous in the context of virtual images formed in VR goggles as it is for AR glasses, as it makes the VR image more convincing and also allows for avoiding azimuthal accommodation conflicts.
此外,本文獻的揭示內容亦可被用於為其他光學觀看系統提供成像解決方案,其中眼睛極為接近成像發生的位置,包含但不限於雙筒望遠鏡、單筒望遠鏡、望遠鏡、相機取景器、電影相機取景器、顯微鏡目鏡、醫療成像裝置、內窺鏡、放大元件、步槍瞄準鏡及軍事瞄準系統。In addition, the disclosure of this document can also be used to provide imaging solutions for other optical viewing systems where the eye is in close proximity to where imaging occurs, including but not limited to binoculars, monoculars, telescopes, camera viewfinders, movie camera viewfinders, microscope eyepieces, medical imaging devices, endoscopes, magnifying elements, rifle sights, and military aiming systems.
10:AR眼鏡 11:人工場景資訊 12:顯示設備 13,123b,400:控制器 14:光束源 16:發射器陣列 18:雷射源 19:雷射控制器單元 20,22,24:眼鏡片 26:眼鏡框 28:鼻樑架 30:鼻托 32,34:眼睛臂 36,38:眼鏡片框 40:無線發射機及收發機 42:通訊路徑 43:無線接收機及收發機 44:外部控制裝置 46:處理器 48:記憶體 49:外部網路通訊 50,52:面朝外的相機 54,56:面朝內的相機 58:點雲成像系統 60:光電二極體 62:羅盤 64:加速度計 70:第一輸入光束 70A,70B:輸入光束路徑 71,77:附圖標記 72:第一輸入光束波向量 74:第一輸入光束波前 75:振幅及相位調變功能 76:第二輸入光束 76A,76B,224A,224B:光束路徑 78:第二輸入光束波向量 80:相位剖面 81:高斯剖面 82:輸出光束 84:產品光束波前 86:產品光束波向量 88,88A,88B,88C:顯示面板 90:內表面 92:外表面 94:左端面 96:右端面 100:NLO材料 103:NLO材料超結構光斑 103A,103B,104,106B,106G,106R:光斑 106:光斑簇 108:QPM區 110:相交區 110A,110B:交叉位置 120:調變器 121:振幅調變器控制器 122:透射型空間相位調變器 123:相位調變器控制器 123a:組合式振幅及相位調變器 124:輸入光束路由部件 124b:組合式振幅及相位調變器的控制器 125:可旋轉鏡元件 128:空氣 130,A1:前濾光層 132:後濾光層 134:擋光層 136:前視鏡層 138:後視鏡層 139:電源 140:調光層 141:電連接線 142,N1:前視力矯正層 144:後視力矯正層 146,AR_1:前ARC層 148,AR_2:後ARC層 150:IR吸收層 150A,150B,150C,150D:層 152:前間隔層 154:後間隔層 156:調光層,電連接線 160:眼睛 162:眼球 164:角膜 166:眼晶狀體 168:視網膜 170:瞳孔 172:虹膜 174:視神經 180:物件 181:彎曲波前 182:自物件散射的光 184:光線 186:不連續性 188,188A,188B:波前 190:插圖 190A,190B:點 192,2f:距離 200:QPM NLO材料 202:『上』域 204:『下』域 206B,206G,206R:QPM週期 208:超結構光柵 220:光束 222:可旋轉鏡 222A:第一鏡 222B:第二鏡 222C:第三鏡 230:光學部件 240,300,325:鏡片 240A:第一鏡片 240B:第二鏡片 241:控制器單元 242:中繼鏡片 260:鏡面 262:鏡層 264:眼鏡臂或眼鏡腿側 266:鼻樑架側 280:控制系統 282:消隱週期 290:吸收材料區 292:非吸收區 292A,292B:入口區 317:輸入紅外雷射波 318,319,320:曲率半徑 321:非相干發射器陣列 322,323,324:像素 334:非相干發射器陣列的控制器 402:控制器的輸入 404:控制器的輸出 a_1,a_2:向量 A,B,C:方向 Ai),Aii),Aiii),Av),Bi),Bii),Bv),Bvi):面板 b_1,b_2:K_G基向量 f,f’:焦距 k_1,k_2,k_g:波向量 Kg:準相位匹配光柵向量 K_G,P:QPM光柵週期 n:折射率 t:時間 z:深度 Z1,Z2:位置 λ:波長 λ_1:第一波長 λ_2:第二波長 λ_3:第三波長 θ:反彈角 ϕ_1,ϕ_2:角度 10: AR glasses 11: Artificial scene information 12: Display device 13,123b,400: Controller 14: Beam source 16: Emitter array 18: Laser source 19: Laser controller unit 20,22,24: Lens 26: Frame 28: Nose bridge 30: Nose pads 32,34: Eye arm 36,38: Lens frame 40: Wireless transmitter and transceiver 42: Communication path 43: Wireless receiver and transceiver 44: External control device 46: Processor 48: Memory 49: External network communication 50,52: Outward-facing camera 54,56: Inward-facing camera 58: Point cloud imaging system 60: Photodiode 62: Compass 64: Accelerometer 70: First input beam 70A,70B: Input beam path 71,77: Figure markers 72: First input beam wave vector 74: First input beam wave front 75: Amplitude and phase modulation function 76: Second input beam 76A,76B,224A,224B: Beam path 78: Second input beam wave vector 80: Phase profile 81: Gaussian profile 82: Output beam 84: Product beam wave front 86: Product beam wave vector 88,88A,88B,88C: Display panel 90: Inner surface 92: outer surface 94: left end face 96: right end face 100: NLO material 103: NLO material superstructure light spot 103A, 103B, 104, 106B, 106G, 106R: light spot 106: light spot cluster 108: QPM area 110: intersection area 110A, 110B: intersection position 120: modulator 121: amplitude modulator controller 122: transmission type spatial phase modulator 123: phase modulator controller 123a: combined amplitude and phase modulator 124: input beam routing component 124b: controller of combined amplitude and phase modulator 125: rotatable mirror element 128: air 130,A1: front filter layer 132: rear filter layer 134: light blocking layer 136: front mirror layer 138: rear mirror layer 139: power supply 140: dimming layer 141: electrical connection line 142,N1: front vision correction layer 144: rear vision correction layer 146,AR_1: front ARC layer 148,AR_2: rear ARC layer 150: IR absorption layer 150A,150B,150C,150D: layer 152: front spacer layer 154: rear spacer layer 156: dimming layer, electrical connection line 160: Eye 162: Eyeball 164: Cornea 166: Lens 168: Retina 170: Pupil 172: Iris 174: Optic nerve 180: Object 181: Bent wavefront 182: Light scattered from object 184: Light 186: Discontinuity 188,188A,188B: Wavefront 190: Illustration 190A,190B: Point 192,2f: Distance 200: QPM NLO material 202: 『up』 domain 204: 『down』 domain 206B,206G,206R: QPM period 208: Superstructure grating 220: Light beam 222: Rotatable lens 222A: First lens 222B: Second lens 222C: Third lens 230: Optical components 240,300,325: Lenses 240A: First lens 240B: Second lens 241: Controller unit 242: Relay lens 260: Lens surface 262: Lens layer 264: Side of the glasses arm or glasses leg 266: Side of the nose bridge 280: Control system 282: Blanking cycle 290: Absorption material area 292: Non-absorption area 292A,292B: Entrance area 317: Input infrared laser wave 318,319,320: radius of curvature 321: incoherent emitter array 322,323,324: pixels 334: controller for incoherent emitter array 402: controller input 404: controller output a_1,a_2: vector A,B,C: direction Ai),Aii),Aiii),Av),Bi),Bii),Bv),Bvi): panel b_1,b_2: K_G basis vectors f,f’: focal length k_1,k_2,k_g: wave vector Kg: quasi-phase-matched grating vector K_G,P: QPM grating period n: refractive index t: time z: depth Z1,Z2: position λ: wavelength λ_1: first wavelength λ_2: second wavelength λ_3: third wavelength θ: rebound angle ϕ_1,ϕ_2: angle
現將參考隨附圖式,僅藉由實例來進一步描述本發明。The present invention will now be further described, by way of example only, with reference to the accompanying drawings.
第1圖係對遠處物件的成像需要波前資訊的方式的解釋。Figure 1 is an explanation of how wavefront information is needed to image distant objects.
第2圖係示出穿過鏡片元件進入眼睛的成像如何依賴於波前方向及波前曲率兩者的圖。FIG. 2 is a diagram showing how the image formed through a lens element and entering the eye depends on both the wavefront direction and the wavefront curvature.
第3圖係解釋為什麼點光發射器不能用於近眼顯示器中的圖。Figure 3 explains why point light emitters cannot be used in near-eye displays.
第4圖示出了用於產生近眼人工影像的非線性光學方法,該等近眼人工影像可疊加於自然場景光上。FIG. 4 illustrates a nonlinear optical approach for generating near-eye artificial images that can be superimposed on natural scene light.
第5圖示出了準相位匹配的概念。Figure 5 illustrates the concept of quasi-phase matching.
第6圖示出了二維相位匹配,且可建構不同光柵向量。FIG. 6 shows two-dimensional phase matching, and different grating vectors can be constructed.
第7圖示出了用於產生在鏡片內具有反彈路徑的合成場景光的NLO混合的實現。Figure 7 shows an implementation of NLO mixing for generating synthetic scene light with a bounce path within the lens.
第8圖示出了非共線相位匹配。Fig. 8 shows non-collinear phase matching.
第9圖示出了顯示分層NLO QPM材料中的非線性波前重疊以創建影像資訊的更詳細的圖。FIG. 9 shows a more detailed diagram showing the nonlinear wavefront overlap in layered NLO QPM materials to create image information.
第10圖示出了允許相對於QPM結構具有不同相交角度對的光束在共同地點中重疊的路線。FIG. 10 shows a route that allows beams having different intersection angle pairs relative to the QPM structure to overlap in a common location.
第11圖示出了用於將光束引導至裝置中的方案。Figure 11 shows a scheme for directing a light beam into the device.
第12a圖示出了用於在沒有角度變化的情況下使光束偏轉的方案。Figure 12a shows a scheme for deflecting a light beam without angular variation.
第12b圖示出了在改變光接近該光斑的角度的同時將光引導至NLO材料層內的所需點的部件。Figure 12b shows components for directing light to a desired point within a layer of NLO material while changing the angle at which the light approaches the spot.
第13圖示出了具有輸入光束及發射器的鏡片結構,其能夠創建具有所需表觀焦深的影像。FIG. 13 shows a lens configuration with an input beam and an emitter capable of creating an image with a desired apparent depth of focus.
第14圖示出了經由振幅及相位結構化光束的非線性混合來壓印所需波前。FIG. 14 shows the imprinting of the desired wavefront via nonlinear mixing of amplitude and phase structured beams.
第15圖示出了用於自影像創建遠場圖案以允許經由NLO材料進行轉換的系統。FIG. 15 shows a system for creating a far field pattern from an image to allow conversion via NLO material.
第16圖示出了用於創建顯示系統的多層光學複合材料。FIG. 16 shows a multi-layer optical composite used to create a display system.
第17圖示出了改變眼鏡型顯示系統上的區域Kg位置。Figure 17 shows the changing area Kg position on the eyeglass type display system.
第18圖示出了就具有適當優勢的橫截面而言的不同鏡片設計。Figure 18 shows different lens designs with respect to cross-sections having appropriate advantages.
第19圖示出了包含多個感測器且與外部計算裝置通訊的眼鏡片AR系統。Figure 19 shows an eyeglass AR system that includes multiple sensors and communicates with an external computing device.
第20圖示出了在外部周圍包含一系列二極體元件以偵測系統的損壞的眼鏡系統。FIG. 20 shows an eyeglass system that includes a series of diode elements around the exterior to detect damage to the system.
第21圖示出了包含於鏡片中的電控調光系統。Figure 21 shows an electronically controlled dimming system included in the lens.
第22圖示出了包含NLO材料的子區且具有單獨的紅色、綠色及藍色產生區的顯示裝置。FIG. 22 shows a display device including sub-regions of NLO material and having separate red, green and blue color generating regions.
第23圖示出了在簡單二次諧波製程中隨交叉角而變的QPM週期,其指示了使用較大交叉角的優勢。FIG. 23 shows the QPM period as a function of the crossing angle in a simple second harmonic process, indicating the advantage of using a larger crossing angle.
第24圖示出了用於創造鏡片的方法,在該鏡片中光束自一側進入,但在相反方向保持交叉。Figure 24 shows a method for creating a lens in which light beams enter from one side but remain crossed in the opposite direction.
第25圖示出了用於提供RGB及不同ROC影像以產生令人信服的全色的時序顯示及景深逼真顯示。FIG. 25 shows a timing display and depth-realistic display for providing RGB and different ROC images to produce convincing full color.
第26圖示出了用於跟蹤瞳孔位置的面朝內的相機。Figure 26 shows an inward-facing camera used to track pupil position.
第27圖示出了可如何使用基於面朝內的相機的消隱來減少非所需視覺效果。FIG. 27 illustrates how inward-facing camera based cloaking can be used to reduce undesirable visual effects.
第28圖示出了具有分散於邊緣周圍以防止光的非所需反射的吸收層的鏡片。FIG. 28 shows a lens having an absorptive layer dispersed around the edges to prevent unwanted reflection of light.
第29圖示出了具有NLO材料子區的鏡片,其中每一子區含有能夠產生紅色、綠色及藍色的元素。FIG. 29 shows a lens having sub-regions of NLO material, each sub-region containing elements capable of producing red, green, and blue colors.
第30圖示出了鏡片上的光束交叉角需要對QPM光柵方向進行區域控制。Figure 30 shows that the beam crossing angle on the lens requires regional control of the QPM grating direction.
第31圖示出了根據本發明的虛擬實境(Virtual Reality,VR)組態,其中在沒有使用薄鏡片的複雜性的情況下創建了近眼影像。FIG. 31 shows a virtual reality (VR) configuration according to the present invention, in which a near-eye image is created without the complexity of using thin lenses.
第32圖係使用非相干發射器陣列來產生輸入光束中的一者的NLO材料層中的影像產生的示意圖。FIG. 32 is a schematic diagram of image generation in a NLO material layer using an array of incoherent emitters to generate one of the input beams.
第33a圖示出了用於對在NLO材料中相互作用的兩個光束進行調變的各種選項。Figure 33a shows various options for modulating two light beams interacting in an NLO material.
第33b圖示出了用於在輸入光束上進行相位控制以賦予曲率半徑資訊的各種選項。Fig. 33b shows various options for phase control on the input beam to impart radius of curvature information.
第34圖示出了顯示輸入及輸出的控制系統的原理圖。Figure 34 shows a schematic diagram of the control system showing the inputs and outputs.
國內寄存資訊(請依寄存機構、日期、號碼順序註記) 無 國外寄存資訊(請依寄存國家、機構、日期、號碼順序註記) 無 Domestic storage information (please note in the order of storage institution, date, and number) None Foreign storage information (please note in the order of storage country, institution, date, and number) None
70:第一輸入光束 70: First input beam
71,77:附圖標記 71,77: Attached picture mark
76:第二輸入光束 76: Second input beam
84:產品光束波前 84: Product beam wavefront
100:NLO材料 100:NLO material
160:眼睛 160: Eyes
168:視網膜 168: Retina
180:物件 180:Object
186:不連續性 186: Discontinuity
188:波前 188: Wavefront
Claims (40)
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| TW112147204A TW202524161A (en) | 2023-12-05 | 2023-12-05 | Display apparatus |
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| TW112147204A TW202524161A (en) | 2023-12-05 | 2023-12-05 | Display apparatus |
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| TW202524161A true TW202524161A (en) | 2025-06-16 |
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