Enhanced super-stereoscopic display

By combining transparent and opaque screens and utilizing optical components such as parallax generators and crosstalk suppressors, multi-viewer 3D displays without the need for peripheral devices have been achieved, solving the problem of low resolution in single-view displays and improving the resolution and interactivity of 3D displays.

CN122029474APending Publication Date: 2026-05-12HOLOGRAPHIC MFG CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
HOLOGRAPHIC MFG CO LTD
Filing Date
2024-08-30
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

When using spatial reuse technology, existing 3D displays suffer from reduced resolution in a single view, making details such as text unreadable and affecting the viewing experience. Moreover, most of them require the assistance of peripheral devices.

Method used

By combining transparent and opaque screens, and using optical components such as parallax generators and crosstalk/aliasing suppressors, synchronous display of two-dimensional and three-dimensional images can be achieved, enabling multi-viewer 3D display without the need for external equipment.

Benefits of technology

It improves the resolution and viewing experience of 3D images, reduces device size, supports large displays and multiple viewers to perceive 3D images simultaneously, and enhances image interactivity and perceived quality.

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Abstract

An apparatus may include a first light source that generates a first light output, a parallax generator that receives the first light output and transmits different portions of the first light output to different directions, and a second light source that generates a second light output, where the different portions of the first light output are transmitted through the second light source.
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Description

[0001] Cross-references to related applications This application claims the benefit of U.S. Provisional Application No. 63 / 579,751, filed August 30, 2023, which is incorporated herein by reference in its entirety. Technical Field

[0002] This invention relates generally to the field of three-dimensional display, and more specifically to new and useful systems and methods in the field of three-dimensional display.

[0003] background Build multiviews using a single screen Figure 3 3D displays primarily originate from two main directions: temporal multiplexing and spatial multiplexing. One way to understand this concept is that 3D displays share the same resource pool—the product of the underlying screen's frame rate and resolution—for a given view frustum, including frame rate, per-view resolution, and number of views. 3D displays designed along the temporal multiplexing direction produce 3D displays with a lower refresh rate than the underlying screen; while 3D displays designed along the spatial multiplexing direction produce 3D displays with a lower per-view resolution than the underlying screen. In the case of spatial multiplexing, the reduced per-view resolution can negatively impact the viewing experience when highly detailed images are desired. For example, in 3D displays utilizing spatial multiplexing techniques (examples include, but are not limited to, designs using lenticular lenses, parallax barriers, and lens arrays), relatively small text may sometimes be unreadable due to the reduced per-view resolution.

[0004] Therefore, there is a need to create a new and useful 3D display system and method in the field of 3D display. This invention provides such a new and useful 3D display system and method. Brief description of the attached diagram Figure 1 It is a schematic representation of an example of a device.

[0006] Figure 2 It is a schematic representation of an example of a device.

[0007] Figure 3 It is a schematic representation of an example of a device.

[0008] Figure 4 It is a schematic representation of an example of a device.

[0009] Figure 5 This is a schematic representation of an example device. In this example, a basic LCD and a cylindrical lens can form a 3D display.

[0010] Figure 6This is a schematic diagram of an example device. In this example, a planar floating image can be used as a backlight for a transparent screen.

[0011] Figure 7 This is a schematic representation of an example of a display.

[0012] Figure 8 This is a schematic representation of an example of a 3D screen that includes a crosstalk mitigator (e.g., a baffle in this specific example).

[0013] Figure 9 It is a schematic representation of an example of adjusting the position of 3D and 2D images and / or presenting 3D and 2D images in a non-overlapping area of ​​a display.

[0014] Figure 10 This is a schematic representation of an example of overlapping 3D and 2D images (with optional occlusion).

[0015] Figures 11A-11D This is a schematic representation of an example of a transparent screen and a transparent parallax generator that form a transparent 3D screen.

[0016] Figure 12 This is an illustrative representation of an exemplary aliasing correction applied to an image or view.

[0017] Description of preferred embodiments The following description of preferred embodiments of the present invention is not intended to limit the invention to these preferred embodiments, but is intended to enable any person skilled in the art to make and use the invention.

[0018] 1. Overview.

[0019] For example, such as Figure 4As shown, device 10 may include one or more of the following components: screens 100, 100', optical elements 200, parallax generator 300, aliasing suppressor 400, crosstalk suppressor 500, optical volume 600, volume guide 650, computing system 700, and / or any other components. The display is preferably used to present three-dimensional images (e.g., holographic images, light field images, etc.) and / or orientation-dependent views (e.g., presenting different scenes to different viewing directions with or without tracking devices). The display preferably operates without the use of peripheral devices such as glasses (e.g., without the use of peripheral devices, the three-dimensional image is perceived as three-dimensional for each viewer). However, additionally or alternatively, the display may be used with peripheral devices (e.g., to enhance viewer tracking, to enhance three-dimensional perception, to achieve three-dimensional perception, to control the viewer's position, etc.). The display may also be configured to display two-dimensional images (e.g., such as... Figure 1 , Figure 2 and / or Figure 3 As shown, it can be displayed simultaneously, concurrently, or separately from the 3D image.

[0020] The device is preferably a display capable of simultaneously displaying one or more 2D and 3D images. However, in some variations, the device can be a transparent 3D display (e.g., such as...). Figures 11A-11D(As shown). In different embodiments, the device may operate in one or more operating modes, such as in a 2D image display mode, a 3D image display mode, a concurrent 2D and 3D image display mode, and / or other suitable modes (e.g., based on resolution, fidelity, brightness, number of viewers, content to be viewed, external sensor data, etc.). In some variations, the display may operate in a tracking mode (e.g., a tracking mode, a mode with a limited number of viewers, a mode with an unbounded number of viewers, a mode between tracking and non-tracking, and / or other such modes as described in U.S. Patent Application No. 18 / 225,603, filed July 24, 2023, entitled “SYSTEM AND METHOD FORHOLOGRAPHIC IMAGE DISPLAY,” the entire contents of which are incorporated herein by reference). In 2D and / or 3D image modes, display variants comprising 2D and 3D screens (e.g., a 2D screen optically coupled to a parallax generator) can be operated by displaying a single image (e.g., displaying a 2D image in 2D image mode and a 3D image in 3D image mode, e.g., by not operating the opposing screens), and / or can utilize opposing screens to display images in corresponding modes (e.g., in 2D image mode, a 3D screen can operate simultaneously with a 2D screen, wherein the 3D image projected by the 3D screen can be selected or configured to enhance the 2D image, e.g., as pixels between pixels of the 2D screen; in 3D image mode, a 2D screen can operate simultaneously with a 3D screen, wherein the 2D image projected by the 2D screen can be selected or configured to enhance the 3D image, e.g., as a volumetric guide or frame for enhancing depth perception of the 3D image, occluding or dimming certain areas of the 3D image, increasing the resolution of the 3D image from a specific viewing angle, etc.); etc.). However, these modes can operate in other ways. The operating mode may depend on the image to be displayed, the number of viewers, the viewer's posture, the monitor, and / or other suitable criteria (e.g., the image creator's mode selection), where the operating mode may switch based on changes in the criteria (e.g., automatic switching, manual switching, etc.).

[0021] These devices can be used in a variety of applications. For example, they can offer advantages in areas such as navigation (e.g., providing 2D and 3D overlays of an area, providing 2D maps and 3D holographic assistants, etc.), marketing (e.g., 2D specifications and 3D views of objects), and telecommunications (e.g., 2D presentations and 3D presenters, 2D video streams of presenters and 3D presentations; wherein the 3D information can be provided, for example, in the manner described in any of the following patents: U.S. Patent No. 11,256,214, filed October 19, 2020, entitled “SYSTEM AND METHOD FOR LIGHTFIELD CAPTURE”; U.S. Patent No. 11,415,935, filed June 23, 2021, entitled “SYSTEM AND METHOD FOR HOLOGRAPHIC COMMUNICATION”; and / or U.S. Patent Application No. 17 / 864,844, filed July 14, 2022, entitled “SYSTEM AND METHOD FORAUGMENTING LIGHTFIELD”. The patents (each of which is incorporated herein by reference in its entirety) can be used in augmented reality, building facade decoration, and many other applications.

[0022] 2. Benefits Variations of this technology can provide several benefits and / or advantages.

[0023] First, variations of this technology enable the simultaneous display of two-dimensional and three-dimensional images (e.g., simultaneously, concurrently, overlapping, etc.). These variations can be implemented, for example, in displays with a slim profile (e.g., less than 12 inches, 6 inches, 4 inches, etc.). For example, light field displays (e.g., U.S. Patent No. 10,191,295, filed January 5, 2018, entitled "Advanced Reverse Flucting Aerial Displays"; U.S. Patent Application No. 17 / 328,076, filed May 24, 2021, entitled "Superstereocopic Display with Enhanced Off-Angle Separation"; U.S. Patent Application No. 17 / 326,857, filed May 21, 2021, entitled "System and Method for Holographapic Image Display"; and / or U.S. Patent Application No. 17 / 332,479, filed May 27, 2021, entitled "System and Method for Holographapic Image Display"). The displays disclosed in “DISPLAYS” (the full text of each patent is incorporated herein by reference) can generate three-dimensional images, while transparent screens (e.g., superimposed on a light field display, such as superimposed on the optical volume of the light field display, covering the border of the light field display, etc.) can present two-dimensional images (e.g., with no distortion or only minimal distortion for three-dimensional images).

[0024] Second, variations of this technology can improve the viewer experience of interacting with 3D images. For example, the 3D image can be modified (e.g., to extend into space beyond the transparent screen) to provide visual feedback (e.g., as an alternative to or supplement to auditory feedback) to the viewer's interaction with the floating image (e.g., from the transparent screen, 2D image, 3D image, etc.).

[0025] Third, variations of this technology can reduce the size and / or volume of display technology. For example, holographic displays can be used to simulate or present three-dimensional images of scenes or objects without needing to accommodate all the space required for the scene or object, and transparent screens can be used to overlay information on three-dimensional images (e.g., transparent screens can be used as transparent walls for three-dimensional images). Furthermore, since both 2D and 3D information can be presented on the same device, the need for two separate screens can be reduced.

[0026] Fourth, variations of this technology can improve the perceived quality of images. For example, images can be processed and / or displayed in a way that reduces aliasing within the image (e.g., by copying or expanding pixel color information). In another instance, a diffuser (typically positioned between a 2D screen and a 3D screen) can be beneficial in mitigating or eliminating moiré patterns or other aliasing effects caused by stacking two or more screens. In variations with additional screens (e.g., a 3D screen and multiple 2D screens), the diffuser can be included between each pair of screens and / or before the final screen in the screen stack.

[0027] Fifth, a variant of this technology can enable multi-viewer 3D displays without the use of peripheral devices (e.g., where more than one person can simultaneously perceive depth in a 3D image).

[0028] Sixth, variations of this technology can enable large displays (e.g., larger than approximately 27 inches). For example, the technology can enable displays ranging in size from approximately 32 to 80 inches. These are not limiting ranges; in certain variations (e.g., by changing screen pixel size, pixel or subpixel arrangement, parallax generators, etc.), billboard-sized displays (e.g., 40-50 inch displays) and / or larger displays can be enabled, capable of simultaneously displaying 2D and 3D images. Note that this technology is not limited to large displays and can also be used for smaller devices (e.g., 5-27 inch displays).

[0029] Seventh, variations of this technology can improve the perceived resolution of 2D content (e.g., 2D content rendered within a 3D image). Due to spatial multiplexing, the single-view resolution on a 3D display can be significantly reduced compared to the resolution of the base screen itself. Therefore, 2D content (e.g., alphanumeric characters) may suffer from quality degradation due to the reduced perceived resolution. In some examples, combining a 2D screen with a 3D display can be used as a canvas to carry 2D content (e.g., assuming the perceived resolution of the 2D screen is higher than that of the 3D display).

[0030] Eighth, variations of this technology can achieve retinal or near-retinal perceived image resolution (e.g., in 3D images). For example, the application of anti-aliasing correction (optionally combined with a high-resolution base screen) can significantly improve perceived image resolution. This improved perceived image resolution can be achieved in 3D displays, 3D and 2D combined displays, multi-viewer displays and / or single-viewer displays (e.g., tracking 3D displays, time-multiplexed displays that can switch between 3D and 2D, etc.), and / or can be applied to other suitable displays.

[0031] However, variations of this technology can provide any other suitable benefits and / or advantages.

[0032] 3. Equipment For example, such as Figure 4 As shown, the device may include one or more of the following components: screen, optical elements, parallax generator, aliasing suppressor, crosstalk suppressor, optical volume, volume guide, computing system, and / or any other component. The display is preferably used to present a three-dimensional image (e.g., a holographic image, a light field image, etc.) to one or more viewers. The display preferably operates without the use of peripheral devices such as glasses (e.g., each viewer can perceive the three-dimensional image as a three-dimensional image without the use of peripheral devices). However, additionally or alternatively, the display may be used with peripheral devices (e.g., to enhance viewer tracking, to enhance three-dimensional perception, to achieve three-dimensional perception, etc.). The display may also be configured to display two-dimensional images (e.g., simultaneously, concurrently, or separately from the three-dimensional image, such as...). Figure 1 , Figure 2 and / or Figure 3 (As shown).

[0033] The device is preferably operated based on a set of operating parameters. These operating parameters may include: number of viewers, operating mode (e.g., interactive mode; display mode; static mode for displaying still images; dynamic mode for displaying video; tracking mode; 3D image mode; 2D image mode; parallel 3D and 2D image modes, etc.), brightness, contrast, color mode (e.g., black and white, RGB, etc.), calibration parameters (e.g., alignment between pixel grid and cylindrical lens grid, slope, center, pitch, serial number, model, slope variation, center variation, pitch variation, display frustum reversal, flip controller frustum, etc.), pixel (and / or subpixel) arrangement, power, and / or any suitable operating parameters.

[0034] Screen 100 100' is preferably used to output light (e.g., in a specific direction, with a specific color, etc.). The screen may include a light source, ambient illumination (e.g., via an external light source), electrical activation, and / or may output light in other ways (e.g., modifying, shaping, etc.) to form an image perceptible to the viewer.

[0035] In variations involving multiple screens, one screen is typically opaque, while the others are typically transparent (e.g., a screen with opaque pixels where the areas between pixels are essentially transparent; also known as a "see-through screen"), where an image from the opaque screen (e.g., light emitted from the opaque screen) passes through the transparent screen. In these variations, the opaque screen is often used as a 3D display (e.g., optically coupled to a parallax generator), while the transparent screens are used as 2D displays. The distance between the screens (e.g., screen offset) can depend on the maximum 3D depth of the 3D screen (e.g., the depth at which 3D content exhibits a degree of detectable degradation, or in some cases, the displayable depth), screen and / or device size, screen stacking and / or orientation, number of screens, screen transparency (e.g., the actual transparency of any transparent screen), the severity of aliasing, the effectiveness of aliasing suppression (e.g., in software or hardware design), and / or other relevant design criteria. For example, the opaque and transparent screens can be offset by approximately 3-5 cm (e.g., for displays ranging from 5 to 20 inches). In a preferred embodiment, the transparent screen is offset relative to the opaque screen by a distance less than the maximum 3D depth associated with the opaque screen (e.g., such that the 2D image can appear in front of or behind the 3D image, or that the 2D image can appear closer to or further away from the viewer than the 3D image). In another embodiment, the transparent screen may be offset by a distance substantially equal to the maximum 3D depth associated with the opaque screen. In yet another embodiment, the transparent screen may be offset by a distance greater than the maximum 3D depth associated with the opaque screen (e.g., such that the 2D image appears closer to the viewer than the 3D image).

[0036] However, additionally or alternatively, multiple transparent screens can be stacked to serve as a 3D display, and the transparent screens can be combined with a transparent parallax generator to form a transparent 3D display (e.g., as shown in the image). Figures 11A-11D As shown; wherein the optional opaque screen can be combined with a transparent 3D display to be used as an additional 3D display or 2D display), and / or any suitable screen can be used (e.g., in some variations, a single opaque screen can be used specifically as the basis for a 3D display, but not exclusively, to take advantage of some processing or computing system).

[0037] In variations with an opaque screen, the opaque screen can be a liquid crystal display (e.g., including a light source such as a backlight, front light, etc.; a set of polarizing optical devices; liquid crystal display, etc.; arranged as such), an organic light-emitting diode (OLED) screen, a quantum dot light-emitting diode (QD-LED) screen, a cathode ray tube (CRT) screen, a micro LED screen, a mini LED screen, and / or any suitable technology.

[0038] In variations with a transparent screen, the transparent screen can be a transparent projection screen (e.g., for front-illuminated projectors, off-axis illumination projectors, back-illuminated projectors, etc.), a transparent liquid crystal (e.g., where the light source can be the same as or spaced from the light source of the underlying opaque display), a transparent organic light-emitting diode, a transparent light-emitting diode, a transparent micro light-emitting diode, a persistence of vision screen (e.g., a rotating fan display), an electroluminescent screen, a photoluminescent screen (e.g., conforming to fluorescent, phosphorescent, quantum dot, etc. technologies), and / or other suitable transparent screens.

[0039] The screen is preferably associated with a plurality of pixels. A pixel can be an individually addressable light emitter, an individually addressable light blocker (e.g., a liquid crystal modulator), a subset of simultaneously addressable light emitters, a subset of simultaneously addressable light blocks, and / or any suitable element. Pixels are preferably arranged on a pixel grid, but can be arranged in any suitable manner. The pixel grid can be a regular grid (e.g., a linear grid), a curved grid, a skewed grid, an irregular grid, and / or any suitable grid. Each pixel can be a square, rectangle, circle, oval, polygon, and / or any suitable shape. Each pixel can be in contact with and / or spaced apart from adjacent pixels (e.g., by a pixel separation distance). Each pixel can be individually addressable or addressed as a set of pixels (e.g., a superpixel). The screen can include approximately 1 to 1 × 10 8 Any number and / or range of pixels, such as 10, 1×10 2 1×10 3 1×10 4 1×10 5 2.3×10 5 5×10 5 1×10 6 2×10 6 5×10 6 1×10 7 2×10 7 6.7×10 7 1 x 10 pixels. However, a screen can also include more than 1 x 10 pixels. 8 Pixels, and / or any suitable number of pixels. In specific examples, pixels can be arranged in a rectangular grid of the following resolutions: 640×360, 800×600, 1024×768, 1280×720, 1280×1024, 1360×768, 1600×900, 2560×1440, 3840×2160, 7680×2160, 8192×4608, 8192×8192 pixels, and / or any pixel resolution.

[0040] Each pixel may include one or more subpixels. In a specific instance, each pixel may contain three subpixels, where each subpixel corresponds to a different color (e.g., a red subpixel, a blue subpixel, and a green subpixel). In a second specific example, each pixel may correspond to five subpixels. However, each pixel may correspond to any suitable number and / or type of subpixels. Each subpixel may be a square, rectangle, circle, oval, polygon, and / or any suitable shape.

[0041] Multiple screens are preferably calibrated relative to each other (e.g., having a known alignment such that the alignment between 2D content and 3D content is known). As a first example, calibration can be achieved by aligning at least two sub-pixels and / or pixels on a transparent 2D layer with at least two x sub-pixels or pixels on a 3D layer. As a second example, calibration can be accomplished by examining the physical or active pixel edges of the 2D layer and aligning them with the 3D content on the 3D layer. In a variation of the second example, at least two x pixels on the transparent 2D layer can be aligned with a single 3D pixel on the 3D layer (e.g., using a camera that reads the calibration at a specific angle). While two pixels are mentioned in both examples, any suitable number of pixels can be used, and / or any suitable calibration pattern can be used (e.g., checkerboard pattern, circular pattern, dot pattern, ChArUco pattern, ArUco pattern, Kalibr, etc.). Calibration can be performed manually (e.g., by the viewer) and / or automatically (e.g., using image detection algorithms and camera settings). These screen calibrations (e.g., multi-layer alignment calibration values) are preferably stored as part of the calibration (e.g., combined with or stored separately from the calibration of the 3D screen).

[0042] Optional optical element 200 is preferably used to modify the characteristics of emitted light (e.g., light emitted from a screen and / or view). The optical element can be used to reduce stray light (e.g., light that bypasses pixels) reaching the viewer. The characteristics of the emitted light may include: intensity, wavelength (e.g., color), spatial location of the emitted optical radiation from the display (e.g., pixel location), polarization, phase, collimation, diffusion (e.g., spatial distribution, divergence, etc. of light from the source), and / or any suitable characteristics. Examples of optical elements may include: polarizers (e.g., wire grid polarizers, transmission polarizers, reflection polarizers, absorption polarizers, etc.), waveplates (e.g., half-wave plates, quarter-wave plates, etc.), lenses (e.g., spherical lenses, aspherical lenses, cylindrical lenses, cylindrical lenses, lens arrays, Fresnel lenses, etc., with any suitable focal length, such as between 10 mm and 1000 mm), neutral density filters, color filters (e.g., reflection filters, absorption filters, etc.), spatial light modulators (e.g., electro-optic modulators, liquid crystals, microelectromechanical systems (MEMS) mirrors, etc.), and / or any suitable optical element.

[0043] The parallax generator 300 is used to provide (and / or appear to provide) different views of the scene to a viewer (e.g., different views to each of the viewer's eyes, different views to each viewer, views depending on the viewer's position relative to the display, etc.). The parallax generator is preferably located downstream of the screen (e.g., along the direction of light propagation). The parallax generator may be spaced apart from the screen, optics, optical volumes, crosstalk suppressors, and / or any suitable components (e.g., by a spacing distance such as that created by a housing, frame, optics, etc.) and / or in contact with the screen, optics, optical volumes, crosstalk suppressors, and / or any suitable components. The parallax generator is preferably a lens array (e.g., a lenticular lens array, a fly-eye lens array, a prism lens array, a trapezoidal prism lens array, etc.), but may be a parallax barrier (e.g., a series of baffles aligned with the pixels and / or subpixels of the screen) and / or any suitable parallax generator.

[0044] The lens array is preferably a group of lenses (e.g., cylindrical lenses) arranged on a cylindrical lens grid (e.g., each corner of the grid corresponds to a lens, such as the center of the lens, the top of the lens, the bottom of the lens, the left side of the edge, the right side of the edge, etc.; each edge corresponds to a lens, such as the center of the lens, the top of the lens, the bottom of the lens, the left side of the edge, the right side of the edge, etc.; etc.). The cylindrical lens grid is preferably a regular grid, such as a linear grid, a curved grid, an skewed grid, and / or any suitable regular grid. However, the cylindrical lens grid can be irregular (e.g., including non-equidistant spacing). Each lens in the group is preferably identical (e.g., shape, size, focal length, material, etc.). However, one or more lenses in the lens set can be different (e.g., multiple designs of the lens array can coexist on the same element in some distribution, such as being staggered in a specific ratio, which can be constant or variable over the entire screen area).

[0045] The pitch (e.g., the spacing between lenses, such as the lateral extent along the columnar lens array, the longitudinal extent along the columnar lens array, etc.) can be any suitable value between 10µm and 1mm, such as 20µm, 50µm, 100µm, 200µm, 500µm, 750µm. However, the pitch can be less than 10µm, greater than 1 mm, and / or any value.

[0046] Each lens can be a microlens (e.g., having a lens diameter less than about 1 mm, such as 10 µm, 50 µm, 100 µm, 250 µm, etc.). However, each lens can have any suitable size (e.g., greater than 1 mm). The focal length of each lens can be any suitable value between about 10 µm and 1 mm.

[0047] Each lens can be made of plastic (e.g., acrylics such as PMMA, APET, PETG, LENSTAR®Plus, polycarbonate, polypropylene, PVC, polystyrene, etc.), glass, liquid crystal, and / or any suitable material.

[0048] The lens array is preferably aligned to intersect with the pixels of the screen. The cylindrical lens grid can be relative to the pixel grid (e.g., as shown in the image). Figure 11B The lenticular lens array (as shown) is rotated by a certain angle (e.g., between 0 and 90°), parallel to the pixel grid, perpendicular to the pixel grid, and / or otherwise oriented. However, the lenticular lens array and the screen may not be aligned, and / or the lenticular lens array may be otherwise aligned with the screen.

[0049] Each pixel (or subpixel) of the screen is preferably associated with a lenticular lens of the lens array. Typically, the number of pixels is greater than the number of lenticular lenses; however, the number of lenticular lenses can be the same as and / or greater than the number of pixels (e.g., for large displays; for displays using large pixels (such as mini LEDs, signage, etc.); for displays with directional backlighting, etc.). Any number of pixels or subpixels (e.g., 1, 2, 5, 10, 20, 40, 50, 100, 200, 500, >500, values ​​in between, etc.) can be associated with a lenticular lens. A lenticular lens is preferably associated with the nearest pixel (or subpixel), but can be associated with any suitable pixel. However, a lenticular lens can be associated with any pixel and / or subpixel.

[0050] In some variations (e.g., forming a transparent 3D display), the lens array can be substantially transparent. In these variations, most of the surface of the lens array (e.g., the substrate on which the lens array is disposed) preferably does not substantially diffract light transmitted through the lens array (e.g., does not substantially focus or defocus the light). In other words, in these variations, only small areas of the lens array can be designed to diffract light (e.g., <10% area, <20% area, <30% area, etc.). For example, as... Figure 11A , Figure 11C or Figure 11D As shown, the diffraction region can be patterned to be set only on the pixels of the screen, which transmits output light through a lens array (correspondingly, for example, as shown in the image). Figure 11CAs shown, only a portion of the curvature of the cylindrical lens needs to be formed and / or, for example, as... Figure 11D As shown, a cylindrical lens can have a tilted but substantially flat surface. These variant lens arrays (or parallax generators) can be formed, for example, by filling the lens array with a refractive index-matching material in areas where light should not be diffracted, by etching away the structure in areas where light should not be diffracted, by depositing cylindrical lenses only in areas where light should be diffracted (e.g., by masking other areas), and / or by any other means.

[0051] One or more cylindrical lenses in a cylindrical lens array can be spherical, aspherical, hemispherical, spherical segments, cylindrical, non-cylindrical, axial cone, Fresnel lens, paraboloid, and / or can have any suitable shape (which can focus light rays, including layered materials with different refractive indices, materials with gradually changing refractive indices, liquid crystals, etc.). Additionally or alternatively, the lenses can also be adjustable or time-varying (e.g., adjustable lenses, liquid lenses, etc.).

[0052] Lattice lenses and / or arrays of lancets (e.g., the surface of the lancet array, the material of the lancet array, etc.) can be configured to focus on the same focal plane (e.g., the plane of a color filter on a 3D screen, the viewer's position, screen elements, etc.) or different focal planes. This is particularly advantageous in the second embodiment, where different lancets can have different distances from the plane, but can be used for any lancet array. In a range of examples, lancets can include: different refractive indices (e.g., each lancet can be associated with a material having a different refractive index, where the refractive index depends on the distance between the lancet and the plane; gradient refractive index, etc.), different curvatures (e.g., each lancet can have a distance-dependent curvature, an aspherical shape, where the shape or local curvature depends on the distance between a specific point of the lancet and the plane, etc.), additional microlenses (e.g., each lancet can be associated with different microlenses, where the focal length of the microlenses depends on the distance from the plane, where the microlenses can be located above or below the lancets), and / or in any suitable manner.

[0053] Crosstalk suppressors are preferably used to reduce (e.g., reduce by 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%, etc.) and / or eliminate crosstalk from the displayed free-space 3D image (e.g., reduce flipping, reduce image blurring, reduce the situation where a view expected to be perceived at one viewing position is perceived at a second viewing position, etc.). Thus, crosstalk suppressors can be used to reduce (e.g., block) the amount of output light that travels along an undesirable path (e.g., as...). Figure 8(As shown). For example, a crosstalk suppressor can reduce, minimize, eliminate, and / or otherwise mitigate ghosting, cone flipping, and / or other forms of ghosting (e.g., perceiving the view from an unwanted angle or viewer's position) by blocking light from a pixel into and / or out of multiple lenticular lenses, by blocking the light output of the lenticular lenses, and / or may otherwise mitigate crosstalk. A crosstalk suppressor can reduce and / or eliminate crosstalk by blocking light, by generating destructive interference at locations where the view should not be perceived, by generating constructive interference at locations where the view should be perceived, by reducing stray light, and / or in any other way. A crosstalk suppressor can be reflective, absorptive, scattering, transmissive, and / or have any suitable optical response to light. The optical response of a crosstalk suppressor can depend on the direction of the incident light, the polarization state of the light, the intensity of the light, the color of the light, the spectrum of the light, the dispersion of the light, the divergence of the light, and / or any suitable property of the light.

[0054] Crosstalk suppressors can be integrated into a parallax generator (e.g., as a coating on an element of the parallax generator), juxtaposed with the parallax generator (e.g., adjacent, close to, etc.), at a predetermined distance from the parallax generator, and / or otherwise associated with the parallax generator. Crosstalk suppressors can be arranged between the parallax generator and the screen, between the parallax generator and the optical volume, between elements of the parallax generator (e.g., between elements of a parallax generator such as a cylindrical lens), partially or completely surrounding elements of the parallax generator, adjacent to the screen, adjacent to a cone expander, adjacent to optical elements, adjacent to the optical volume, and / or otherwise arranged.

[0055] Light (e.g., output from a screen) can interact with a parallax generator (e.g., pass through) before, simultaneously with, and / or after interacting with a crosstalk suppressor (e.g., pass through).

[0056] Crosstalk suppressors can be active or passive. Each crosstalk suppressor may include one or more of the following: baffles (e.g., optical baffles), venetian blinds, filters (e.g., color filters, neutral density filters, etc.), mirrors (e.g., reflectors), polarizing optics (e.g., polarizers, waveplates, etc.), diffraction elements (e.g., gratings, prisms, etc.), structures (e.g., rectangular prisms), and / or any suitable components. Each crosstalk suppressor may be made of polymers, glass, crystals, metals, resins, inks, air or vacuum gaps, and / or any suitable material. For example, privacy films (e.g., venetian blinds or arrays of micro-venetian blinds) can be used as crosstalk suppressors. As another example, the crosstalk suppressor can be formed by an array of cylindrical lenses combined with an aperture stop (e.g., a lens array with an optical barrier between each lens or cylindrical lens in the array, a lens array with an optical barrier above each lens or cylindrical lens, etc.), wherein in this example, the optical barrier can provide the further benefit of reducing optical aberrations (e.g., spherical aberration, coma, astigmatism, field curvature, distortion, chromatic aberration, etc.) in the light passing through the cylindrical lenses. However, other suitable crosstalk suppressors can be used.

[0057] Optional aliasing suppressors are preferably used to reduce (e.g., reduce by 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%, etc.) and / or eliminate aliasing from the displayed free-space 3D image (e.g., generated by light passing through a transparent display). The aliasing suppressor is preferably a physical component integrated into the device. However, the aliasing suppressor may additionally or alternatively include a digital aliasing suppressor. Exemplary aliasing suppressors include: diffusers (e.g., nanostructured patterns, frosted glass diffusers, PTFE, milky white glass, gray glass, diffractive diffusers, diffractive gels, silk sheets, photopolymer diffusers, polycarbonate diffusers, polyethylene terephthalate diffusers, polyethylene diffusers, photo-shaping diffusers, etc.), homogenizers (e.g., diffractive beam homogenizers, microlens arrays, etc.), and / or other suitable aliasing suppressors may be used.

[0058] In variations utilizing a diffuser, the diffusion angle (e.g., full width at half maximum diffusion angle) is preferably small (e.g., 0.1°–5° or a value or range thereof). When the diffusion angle is too large, crosstalk between them can be significant and / or the perceived depth may be reduced, while if the diffusion angle is too small, aliasing is still present in the output light. The diffusion angle can be symmetrical (e.g., circular) or asymmetrical (e.g., elliptical, diffused in a single direction that is generally parallel to the distribution direction of different views, etc.).

[0059] The aliasing suppressor is preferably located between screens (e.g., between opaque and transparent screens, between 2D and 3D screens, etc., such that only light output from upstream optical components passes through the aliasing suppressor). However, the aliasing suppressor can be the most downstream optical component (e.g., light output from each screen can pass through the aliasing suppressor) and / or can be arranged in other ways. The aliasing suppressor is preferably located close to (e.g., adjacent, in contact with, etc.) optical components further downstream that do not affect the light passing through the aliasing suppressor. For example (e.g.) Figure 7 As shown, the aliasing suppressor (in this example, a diffuser) is located behind the transparent screen, allowing light from the opaque screen to pass through the aliasing suppressor before passing through the transparent screen. However, the aliasing suppressor can be arranged in other ways.

[0060] In variations of devices utilizing screens without obvious periodic structures (e.g., reflective screens, projector screens, etc.), aliasing suppressors may not be necessary (e.g., when the previous layer does not form an aliased image, or when aliasing from the previous layer is not severe or noticeable). In cases where aliasing exists in the previous layer, reflective screens can sometimes act as aliasing suppressors for other screens, and / or additional aliasing suppressors can be omitted from the device.

[0061] Optional optical volumes 600 can be used to enhance the perception of free-space 3D images (e.g., depth perception, smoothing artifacts, etc.). Although the term "volume" is used, linear guides and / or planar guides or optical references may be used additionally or alternatively in these variations. Optical volumes can improve the spacing between views, change the perceived size of objects in a view, provide depth guidance for a view, and / or otherwise enhance the perception of free-space 3D images. Optical volumes are preferably located close to the parallax generator (e.g., within its threshold distance, within 50 µm to 1 cm, etc.), but spaced apart from the parallax generator (e.g., through an air gap), yet can contact optical elements, screens, cone expanders, flip controllers, parallax generators, and / or any suitable components. Optical volumes may include (e.g., defined by, defined by, marked by, etc.) volume guides that can be used to indicate or facilitate the perception of optical volumes.

[0062] An optical volume may include volume guides that can serve as optical anchors at different depths of the 3D screen (e.g., to help delineate the optical volume, improve the viewer's perception of the 3D image, etc.). In one embodiment of the optical volume, the volume guides may be defined by a frame (or other structure) surrounding the optical volume. In these embodiments, the optical volume may be a volume enclosed or surrounded by a frame (e.g., an air volume), a volume extending into the external environment near the frame (including or excluding the enclosed volume), and / or may be arranged in other ways. In a variation of this specific example, the optical volume may be in free space (e.g., air), which allows the viewer to interact directly with the free-space 3D image. However, the optical volume may be an enclosed volume (e.g., where the viewer cannot interact directly with the free-space 3D image; a high-refractive-index optical block, such as a refractive index n ≥ 1.4, 1.5, 1.6, 1.7, 1.8, 2.0, etc.), defined by the surface of the optical components, and / or having any suitable characteristics.

[0063] In another embodiment, the volume guide may be formed by a screen and / or by light emitted from the screen (as a supplement to or alternative to the first volume guide embodiment). For example, a transparent screen may be illuminated in a manner that appears to form a border (and / or by light emitted from a second screen that can act as a volume guide) or to highlight an image of a 3D image. However, optical volumes may be formed in other ways.

[0064] The computing system 700 is preferably used for receiving, storing, processing, manipulating, calculating, and / or otherwise preparing one or more images to be displayed on one or more screens. The computing system is preferably local to the device. However, the computing system can be remote (e.g., implemented in a cloud server) and / or distributed in any way (e.g., between local and remote computing systems and / or their processors).

[0065] 3D images are preferably represented as quilt images (including depth stitching, multiple different views or images of a subject from different perspectives stored within a single image container, as described in U.S. Patent Application 18 / 137,720, filed April 21, 2023, entitled “SYSTEM AND METHOD FOR GENERATING LIGHT FIELD IMAGES”, the entire contents of which are incorporated herein by reference). However, 3D images may additionally or alternatively be stored as neural radiation fields (NeRF), using photographic sets, as Gaussian sputtering, and / or in any suitable format.

[0066] Examples of processing that the computing system can perform include (but are not limited to): aliasing correction, mode switching, lenticular lensing (including single lenticular lensing and / or multi-lenticular lensing, such as as described in U.S. Patent Application 18 / 137,720, filed April 21, 2023, entitled “SYSTEM AND METHOD FOR GENERATING LIGHT FIELD IMAGES,” the entire contents of which are incorporated herein by reference), compression and / or decompression (such as as described in U.S. Patent Application 18 / 137,720, filed April 21, 2023, entitled “SYSTEM AND METHOD FOR GENERATING LIGHT FIELD IMAGES,” the entire contents of which are incorporated herein by reference), and adjusting the focus of a 3D image (such as in U.S. Patent No. 11,849,102, filed June 3, 2022, entitled “SYSTEM AND METHOD FOR PROCESSING THREEDIMENSIONAL)). The methods described in “IMAGES”, the entire contents of which are incorporated herein by reference, image interaction, image occlusion, image selection, device calibration (e.g., lenticular lens calibration, such as pitch, angle or slope, center, lenticular lens pitch variation, lenticular lens center variation, lenticular lens slope and / or angle variation, tilt, pixel and / or subpixel arrangement, etc.), screen-to-screen calibration (such as alignment or overlap between the first and second screens, etc.) and / or other suitable processing.

[0067] Alias ​​correction can be particularly beneficial for displaying 2D content within 3D images (e.g., text, corners, planar shapes, images within images, etc.). 2D content within 3D images (especially for lens array, lenticular lens array, or parallax barrier displays) may appear suboptimal because 1) the resolution of a single view is less than the resolution of the base screen (due to the lenticular lens display channels being oriented in different directions), and because 2) lenticular and / or lens array-based 3D displays magnify underlying pixels (e.g., filling the width of a lenticular lens or the area of ​​a small lens), resulting in the underlying content being presented in an all-or-nothing manner during sampling. In case 2), most pixels from the screen will be invisible to the viewer from a given viewpoint, especially when the viewpoint number of such 3D displays is high, causing the presented content (content displayed via a lenticular lens array or lens array) to appear fragmented and disjointed. However, 2D content can be displayed suboptimally in 3D images in other ways as well. Related visual defects may be additionally or alternatively caused by color separation, since the RGB components that form virtual pixels are not always selected from the same pixels in the underlying image in the signal space. These aliasing corrections for 2D images and / or 2D content within 3D images can be displayed simultaneously with 3D information, can be time-division multiplexed between 2D and 3D information, and / or can be applied in other ways.

[0068] In the first variation, aliasing correction (including color separation correction) can be performed based on the tilt of the lenticular lens array and / or the lens array by adjusting the stitched image (or other representation of the 3D image) (e.g., by resampling the stitched image). In the second variation (e.g., as... Figure 12 As shown), aliasing correction (including color separation correction) can be performed by transforming the individual views within the stitched image (e.g., each view) (applying appropriate anti-aliasing techniques) to form a tilted intermediate image from which the brightness of sub-pixels contributing to the virtual pixels (where the virtual pixels depend on 3D screen calibration) is sampled and determined. In any one or both of these variations, the resolution of the stitched image and / or its individual views is preferably higher than the resolution of the display of the output view (e.g., so that sampling does not result in significant information loss). In any one or both of these variations, the pixels in the rotated sampling grid correspond to virtual pixels on the lenticularized screen (e.g., the resolution, orientation, and / or virtual pixel aspects of the grid depend on the calibration of the parallax barrier). In some examples of the first or second variation, the same tilted grid can be used for all views in the stitching. In other examples, a different tilted grid can be used for each view (and / or subset of views) because the position of the virtual pixels can be offset along y' (e.g., ...). Figure 12(As shown). In the third variation, aliasing correction (including color separation correction) can be performed by utilizing pixel and / or subpixel averaging. As a first example of the third variation, virtual pixels on a low-resolution image (e.g., a view) can have colors formed by the average of the pixels they cover. As a second example of the third variation, temporal averaging (e.g., combining past frames with the current frame, such as utilizing temporal anti-aliasing) can be used (optionally including dithering). As a fourth variation, a stitched image can be generated (and / or modified) such that the view of the stitched image is captured and / or generated in a tilted manner (e.g., using a virtual camera at virtual pixel resolution, where the tilt is determined based on device calibration). The fourth variation may be particularly (but not limited to) beneficial for real-time or near-real-time image display on a target display device (because tilt and / or pitch are unique to the display device) because this variation can skip the intermediate steps of generating and resampling the stitched image (i.e., directly generating a stitched image with the desired tilt and / or pixel resolution). As a fifth variation, an image or subset of an image can be dithered or wobbled (e.g., in a direction parallel to the view spacing direction). As a sixth variant, a combination of resampling, averaging, and / or other variants (e.g., any combination of one or more of the variants mentioned above in this paragraph) can be used. However, anti-aliasing can be performed in other ways.

[0069] In variations that utilize resampling (e.g., the first, second, or fifth variations described above, or other related variations), for simplicity, the tilt of the lenticular lens is typically excluded (referred to as orthogonal sampling). However, more accurately, the original image on the base image can be at an angle to the sampling direction of the lenticular lens; therefore, further improvements can be achieved by utilizing non-orthogonal sampling.

[0070] During aliasing correction, which subpixel (from the screen) is associated with which view can be determined based on the lenticularization of the stitched image, the formation of the stitched image, deduced from the calibration results, and / or determined in other ways.

[0071] During aliasing correction, which sub-pixel (from the screen) is associated with which virtual pixel in the stitched image (or other representation of the 3D image) can be determined based on the physical location and calibration of the sub-pixel. For example, the virtual pixel height along y' can be determined based on the screen pitch and the tilt of the parallax generator coordinate system relative to the screen pitch (an illustrative example, based on y' = P). 屏幕 / Inclination, where y' is along Figure 12 The height of the y' axis, P 屏幕The screen pixel pitch is the slant, and the tilt is the slant of the sampling grid; however, for some displays, other equations may be required. The virtual pixel width along x' can be determined from the screen pitch (an illustrative example is x' = spacing, where x' is the width of the pixel along axis x', and spacing is the lenticular pitch). In summary, the relative position between the sampling grid (i.e., the virtual pixel grid on the lenticular lens) and the base screen can be defined by understanding which subpixels enter the central view using calibration (e.g., a parallax barrier).

[0072] These relationships of aliasing can lead to a preferred number of views (e.g., a minimum number of views based on screen resolution and virtual pixel size, a maximum number of views without reducing view resolution, etc.). However, in some variations, this preferred number of views can be exceeded (which can be beneficial for improving depth perception and / or accessible depth). As a first example of a technique for exceeding the preferred number of views, virtual pixels and / or virtual subpixels can be redistributed (e.g., assigned to the nearest view). In the first variation, the center of a virtual pixel can be considered the smallest unit, and the entire virtual pixel can be assigned to the nearest view. In the second variation, the center of a sub-virtual pixel can be considered the smallest unit, and the sub-virtual pixel can be assigned to the nearest view. In some implementations (particularly the second variation), the color of a sub-virtual pixel can be colored by a weighted average of the views sandwiched between the sub-virtual pixel. As a second example of a technique for exceeding the preferred number of views, an optimization problem can be included, where the color of each sub-pixel can be optimized based on how light propagates in space, such that the output light has the smallest error term compared to the final target (e.g., most accurately outputting the desired image given a view resolution). This second example can additionally or alternatively contribute to algorithmic improvements against crosstalk. In a particular implementation of the second example, the signal provided to the screen can be adjusted to minimize the perceptual difference between the content intended to be displayed and the content actually displayed and / or perceived. In this particular implementation, subpixels belonging to the view do not display the signal for the corresponding view, but instead display some content such that the overall output light yields the best result (e.g., after a weighted summation of all pixels and / or subpixels). However, other implementations may exist to achieve similar results.

[0073] While these aliasing improvements (including color separation) are particularly beneficial for 2D content rendered on 3D screens, they can also be implemented and / or performed for 3D content to be rendered on 3D screens and / or 2D content to be rendered on 2D screens. In some variations, improvements can be performed on a subset of views within a stitched image (e.g., views further off-axis).

[0074] In some variations (particularly in modes or cases where only one of the 2D or 3D images is presented, or in modes or cases where most 2D and 3D images do not overlap), light output from different screens can be used to enhance the optical quality (e.g., resolution, brightness) of other screens. For example, light output from a 3D screen can be used to enhance the resolution of a 2D image output from a 2D screen. As an exemplary implementation, any of the techniques described above for anti-aliasing can be applied between two (or more) screens. As another exemplary implementation, the position of light output from the first screen relative to light from the second screen can have a known spatial distribution (e.g., based on relative screen calibration) and can be used to provide additional light to the image on the second screen in those areas or zones (e.g., by providing the image to be displayed on the second screen to the first screen after transforming it based on the spatial distribution of the output light). For implementations that use one screen to enhance another (particularly when the 3D screen does not provide full parallax), tracking the viewer is preferably, but not necessarily, advantageous.

[0075] In variations that include an occlusion effect, 2D content is preferably used to occlude 3D content (e.g., a 2D image is used to occlude part or all of a 3D image, such as a view of a 3D image, a region of a 3D image, etc.). For example, occlusion may include: determining the area to be occluded in a first image (e.g., a 3D image), determining a mapping from the area of ​​the first image to the area to be occluded in a second image (e.g., on a second screen such as a 2D image), and determining lighting conditions such that the area of ​​the 3D image appears to be occluded by the 2D content (e.g., by not displaying the occluded content on the 3D screen; by setting the pixels corresponding to the occluded content to transparent, black, or other suitable colors representing the occluded area; by dimming the image; by activating liquid crystal elements; etc.). However, 3D content can be used to occlude 2D content. For example, occluding a 2D image or a portion thereof with a 3D image or its content may include: determining the area of ​​the 2D image to be occluded, determining a mapping from the area of ​​the 3D image to the area of ​​the 2D image to be occluded (e.g., on a second screen), and determining lighting conditions such that the area of ​​the 2D image appears to be occluded by the 3D content (e.g., by not displaying the occluded content on the 2D screen; by setting the pixels corresponding to the occluded area to transparent, black, or other suitable colors representing the occluded area; by dimming the image; by activating liquid crystal elements; etc.). However, occlusion can be achieved in other ways.

[0076] In variations that include subset holographic rendering, a subset of a 3D image can be rendered. For example, a hologram can only be rendered to a portion of the 3D screen instead of the entirety. Additionally or alternatively, only a subset of the view of the 3D image can be rendered or provided to the 3D screen. Similarly, these subsets can be used in conjunction with or instead of region occlusion (e.g., by excluding a portion of the 3D image from the rendering or provisioning range, thus preventing that region from being output by the device).

[0077] In some variations, 2D images can be used to highlight or enhance 3D images. For example, a 2D window (e.g., output from a 2D screen, such as a frame or ring of light) can surround a hologram (e.g., a 3D image), where the 2D window can "contain" the holographic content. In these variations, the position of the 2D window can be determined based on the calibration of the screens relative to each other, which can be used to determine where the 3D image crosses the 2D screen (and then can be used to determine where the window should be positioned to surround the 3D image). In some variations of these variations, viewer tracking can be used to facilitate implementations that require close alignment of the desired screens (e.g., alignment of the 2D window with the 3D content) (e.g., particularly, but not exclusively, when the 3D screen does not provide full parallax).

[0078] However, 2D and 3D images can interact in other ways or be modified in combination or independently of each other. Although 2D and 3D images are often referred to, similar techniques are also applicable to devices that have multiple 3D screens and / or multiple 2D screens arranged in a single unit.

[0079] The user interface used to perform these operations may include one or more of the following windows, tabs, activity areas, and / or other viewing methods: a main display area (e.g., having a 2D display portion occupying half or more of the screen or computer monitor, displaying conventional 2D content such as windows, menus, applications, etc.; a 3D display portion occupying the other half or more of the screen or computer monitor, covering or supplementing the 2D display portion with 3D holographic content; wherein the 2D display portion and the 3D display portion may optionally overlap each other, in which case some of the above-mentioned mechanisms to avoid visual conflict between 2D and 3D content can be employed to obtain a comfortable viewing experience), and a calibration UI (e.g., including a calibration grid, such as a semi-transparent grid overlay to help users align 2D and 3D displays, where users can adjust the grid to ensure accurate alignment; calibration tools, such as buttons and sliders, for fine-tuning alignment, with information about...). Real-time feedback on calibration status; etc.); occlusion management panel (e.g., a floating panel on a screen or computer monitor with sliders, buttons, etc., to manage how 2D elements occlude 3D content; where users can adjust the opacity, position, priority, etc. of 2D elements); subset holographic rendering controls (e.g., a floating toolbar at the top of a screen or computer monitor for defining and managing rendering areas; users can draw or select areas using a cursor, and the toolbar provides tools to create, modify, delete, etc., these areas); hologram window frame (e.g., a resizable window within the main display area containing 3D content, which users can resize, move, and interact with like a traditional 2D window); settings and customization (e.g., accessible from menu icons, providing options to adjust display settings (e.g., brightness, contrast, color, etc.) and / or customize the UI (e.g., themes, shortcuts, toolbars, etc.)). However, the user interface may additionally or alternatively include other suitable windows, toolbars, applications, and / or other interface components.

[0080] In some variations, the device may include interactive tools (e.g., physical interactive tools) that can be used by a viewer to interact with images output by the device (e.g., interacting with a user interface or image controls, as described above). Examples of interactive tools include: a mouse, a capacitive touch sensor, a gesture sensor, a tracking sensor, a wired glove or other garment, a depth camera, a stereo camera, a gesture-based controller, Wi-Fi sensing, a monocular camera, a pen, and / or other suitable interactive tools.

[0081] 4. Specific examples For example, a light field display (e.g., including a screen, parallax generator, flip controller, etc.) may include a transparent screen (e.g., a transparent LCD, transparent LED, transparent OLED, passive transparent display, transparent color LCD, transparent monochrome LCD, micro LED, rotating LED fan, transparent projection screen, holographic optics (HOE), waveguide, etc.), wherein the light field display can present a three-dimensional image, and the transparent screen can present a two-dimensional image (e.g., overlaid on a three-dimensional image, extended into a three-dimensional image, behind a three-dimensional image, etc.). In a variation of this example, the transparent screen may serve as a volume guide, define an optical volume (e.g., define the volume between the screen and the transparent screen), and / or may be used in other ways to facilitate the perception of a three-dimensional image as a stereoscopic effect. The transparent screen may be in contact with the light field display (e.g., the frame of the light field display, the optical volume of the light field display, etc.), offset from the light field display (e.g., offset by a predetermined distance, such as 1 mm, 5 mm, 1 cm, 5 cm, 10 cm, 50 cm, etc.), and / or may be arranged relative to the light field display in other ways.

[0082] Some variations of transparent displays (e.g., transparent monochrome LEDs) can utilize and / or operate by cycling 3D and RGB phases (e.g., operating in different modes) to reconstruct colors on the transparent display (e.g., operating in simple color cycling, complex color cycling, monochrome, etc. modes), where the time allocated to different phases can be adjusted to change the relative brightness of the layers. Some variations of transparent displays (e.g., transparent OLEDs, micro-LEDs, rotating LED fans, etc.) can be advantageous because they do not require backlighting and can produce brighter systems (however, this may introduce and / or require statically or dynamically darkening surfaces between the transparent and 3D layers to enhance contrast). Some variations of transparent displays (e.g., transparent projection screens, HOEs, waveguides, etc.) can be advantageous because they do not require backlighting (however, dimming surfaces may be needed between the 2D and 3D layers for better contrast, and different intervals may be required for different technologies, different viewing distances, different applications, etc.).

[0083] In some variations of this device, a transparent screen overlay method can be used to improve single-view resolution. In these variations, 2D content requiring a higher resolution density than that on a 3D screen can be moved to the transparent display layer, thus preventing the 2D content from suffering the resolution loss that may occur with 3D displays. Although initially designed for 3D displays viewed from a distance, the same concept can also be applied to near-eye 3D displays in the AR / VR / MR / XR domain and / or other suitable 3D displays.

[0084] As a specific example (e.g., Figure 5As shown, the device may include a color LCD panel (e.g., two polarizers and two glass substrates sandwiching the liquid crystal, electronics, and RGB color filters) on top of a basic 3D display module (e.g., including an LCD module, such as an LCD panel with a backlight unit, and a lenticular lens). However, the bottom polarizer of the transparent LCD screen may be optionally omitted (e.g., when light emitted from the screen below is sufficiently polarized). In this configuration, the LCD panel may form a transparent 2D layer on top of the 3D display forming the 3D layer. In this particular example, the color LCD panels are positioned on top of the 3D display layer at intervals (e.g., 5mm, 1cm, 2cm, 5cm, 10cm, 20cm, 25cm, 50cm, 100cm, etc.). However, the transparent layer may contact the 3D display layer (e.g., be in contact with it). Depending on the expected performance of the system, the intervals may be filled with air or other materials (e.g., glass, polymers, etc., selected based on the material's refractive index, transparency, opacity, etc.). Since the top LCD screen cannot generate its own light in this configuration, the area on top of the 3D layer containing 2D content should remain bright on the 3D layer to serve as backlight for the color LCD panel. By using a small gap between the two layers (e.g., less than about 10 cm), a variant of this specific example can maintain alignment of the areas on the two layers when the relative positions of the viewer and the components change. In other variants, alignment can be maintained (e.g., even with a larger gap) by projecting a 3D image of the desired backlight at the corresponding depth of the 2D layer, such as... Figure 6 As shown. In other variations (which may be combined with or separate from the aforementioned variations), a tracking device may be optionally used (e.g., when the 3D screen does not provide full parallax) to maintain alignment. However, any suitable interval may be used and / or alignment may be maintained in any manner. In a variation of this particular example, a transmissive display other than a color LCD (e.g., a transmissive interferometric modulator display) may also be used.

[0085] As a first specific variation, a monochrome LCD can be used instead of a color LCD. Monochrome LCDs offer advantages because the lack of color filters allows for greater transmittance than color LCDs, and the larger pixel size on a monochrome LCD at the same resolution also results in less diffraction when transmitting light from the 3D layer, thus preserving more integrity of the light field from the underlying 3D scene. This particular variation can operate in different modes, such as simple color mode, complex color mode, monochrome mode, HDR mode, etc. Note that these modes (especially but not limited to HDR mode) can be used with any suitable transparent display, and are not limited to monochrome transparent displays.

[0086] As an example of a simple color mode, when color content is expected on a 2D layer, the underlying 3D layer can follow the concept of time multiplexing, cycling through the four phases within a complete frame. When the base screen operates in RGB mode, the four phases can be 3D content, red, green, and blue. During the 3D content phase, the underlying 3D layer displays the expected 3D content, and the 2D layer is in its full transmissive state across its entire area. In the red / green / blue phase, the underlying 3D layer is in full red / full green / full blue, while the 2D layer only transmits light at the pixels where the corresponding color needs to be rendered, and transmits light according to a set time ratio, creating the desired color content on the 2D layer. The relative proportions of time allocated to the four phases can be changed to alter the relative brightness between the 3D and RGB phases. This can be useful for adjusting the relative brightness of 3D and 2D content. In more extreme cases, the on-time of the RGB phase can also be limited software-wise to reduce the color depth of the 2D layer. This, in turn, allows more time to be allocated to the 3D content phase, resulting in brighter 3D content.

[0087] In variations of this color mode (e.g., in complex color modes), the color cycle can be made more complex to improve light efficiency by maximizing the on-time of the 2D layer. This can be done in several ways. One way is to change the relative duration of the RGB phases based on the maximum brightness of the color. For example, if the brightest red on the 2D layer is 200 / 255, and the brightest green and blue are 255 / 255, then the on-time allocated to the red phase can be reduced relative to the on-time of the other phases. This allows on-time to be allocated to other phases for more efficient resource allocation. Another approach is to blend the RGB color cycle phases together. This is only possible if the base screen does not need to uniformly change its color across its entire area. For example, suppose one area on a 2D layer requires RGB values ​​of (200, 255, 255), while another area requires (255, 200, 255). The corresponding 3D layer can allocate less time to RGB values ​​in the former area and the same amount of time to G values ​​in the latter, instead of allocating the same amount of time to all three colors, and use the 2D layer to reduce unnecessary on-time. In simpler terms, the goal is to maximize the on-time of the 2D layer as much as possible. However, the gains in brightness may outweigh the benefits due to factors such as fluctuations in overall brightness depending on the displayed content and the additional computational workload. Nevertheless, this approach still has value in practical applications: for example, where the 2D layer serves only as an auxiliary layer to the 3D layer and does not need to display highly saturated, rich color content.

[0088] In the monochrome mode example, under these conditions, a monochrome 2D layer can remain monochrome (e.g., when the 2D image includes letters, numbers, or other informational content, or content that doesn't require the full color gamut). In this mode, RGB phases (from simple and / or complex color modes) can be merged into a single phase. 3D content can become brighter because more time is allocated to the 3D content phase.

[0089] In examples of High Dynamic Range (HDR) modes (e.g., for 2D screens that do not use backlighting such as transparent OLEDs), where there is an interval between the 3D and 2D layers, the area to be illuminated can be formed by a floating plane that coincides with the area on the 2D layer intended to be illuminated (e.g., as shown in the image). Figure 6 (As shown).

[0090] In a second variation of the specific example, the color LEDs can be replaced by a transparent OLED screen, a transparent micro-LED screen, a rotating LED display on a fan blade, or other transparent luminescent surfaces. Unlike a transmissive screen, this luminescent screen does not require a light source from behind and can operate relatively independently of the 3D layer. The on-time of the 3D layer can be used 100% for displaying 3D content because it does not need to act as a backlight for the 2D layer, which uses subtractive color rendering as a transmissive 2D layer would. Optionally, a neutral density layer can be added between the 3D and 2D layers to further enhance the contrast of the 2D layer. This layer can be static (e.g., a colored plastic film or equivalent) or dynamic (e.g., a transmissive LCD, a film or equivalent that dims according to the applied voltage).

[0091] In a third variation of this specific example, a surface that is mostly transparent but can reflect / diffuse light from its surface can also be used as a 2D layer (e.g., in place of or attached to a colored LED or other transparent screen). For example, waveguides, holographic optical elements (HOEs), transparent projection surfaces, voltage-controlled privacy surfaces oscillating between transparent and opaque modes, transparent films infused with photoluminescent materials (such as phosphors or quantum dots), water mist layers, and / or any suitable scattering surface can be suitable media for the 2D layer. Multiple projection units are also provided for projecting / facilitating the formation of a 2D image on the 2D layer. When light is directly projected onto the reflective / diffuse surface, the 2D and 3D layers are preferably spaced apart to provide space for the projected light before / after it reaches the 2D layer. When a waveguide is used as a 2D layer, the projected light can propagate within the waveguide itself. If a more compact footprint is required, the spacing between the 2D and 3D layers can be significantly reduced. When an HOE is used as a 2D layer, multiple layers of the HOE can be used in a stacked manner to interact with projected light of different colors. Multiple projection units at multiple locations can also be used to meet the color / projection angle requirements of HOE designs. An optional darkening layer can also be applied between the 2D and 3D layers to increase the contrast of the 2D layer.

[0092] As used herein, “substantially” or other approximate terms (e.g., “about,” “approximately,” etc.) may be within a predetermined error threshold or tolerance of a measure, component, or other reference (e.g., within 0.001%, 0.01%, 0.1%, 1%, 5%, 10%, 20%, 30%, etc. of the reference), or may be interpreted otherwise.

[0093] The preferred embodiments and variations thereof can be embodied and / or implemented at least in part as a machine configured to receive a computer-readable medium storing computer-readable instructions. The computer-readable medium can be stored on any suitable computer-readable medium (e.g., RAM, ROM, flash memory, EEPROM, optical devices (CD or DVD), hard disk drives, floppy disk drives, or any suitable device). The computer-executable component is preferably a general-purpose or special-purpose processor, but any suitable special-purpose hardware or hardware / firmware combination device can alternatively or additionally execute the instructions.

[0094] Implementations of the system and / or method may include every combination and substitution of various system components and various method processes, wherein one or more instances of the methods and / or processes described herein may be performed asynchronously (e.g., sequentially), simultaneously (e.g., in parallel), or in any other suitable order by means of one or more instances of the systems, elements, and / or entities described herein.

[0095] As will be appreciated by those skilled in the art from the preceding detailed description and from the accompanying drawings and claims, modifications and alterations can be made to the preferred embodiments of the invention without departing from the scope of the invention as defined in the appended claims.

Claims

1. An apparatus comprising: A first light source, which generates a first light output; A parallax generator that receives the first light output and transmits different portions of the first light output in different directions; and A second light source generates a second light output, wherein different portions of the first light output are transmitted through the second light source.

2. The device according to claim 1 or claim 21, wherein, The number of different directions must be at least 20.

3. The device according to claim 1 or claim 21, wherein, The first light source includes one of the following: a light-emitting diode, an organic light-emitting diode, a quantum dot light-emitting diode, a micro light-emitting diode, or a liquid crystal display.

4. The device according to claim 3, wherein, The second light source includes one of the following: a transparent light-emitting diode, a transparent micro light-emitting diode, a transparent organic light-emitting diode, a transparent liquid crystal display, a rotating fan display, or an electroluminescent display.

5. The device according to claim 1 or claim 21, wherein, The parallax generator includes a columnar lens array.

6. The device according to claim 1 or claim 21, wherein, The first light source includes one of the following: a transparent light-emitting diode, a transparent micro light-emitting diode, a transparent organic light-emitting diode, a transparent liquid crystal display, or an electroluminescent display.

7. The device according to claim 6, wherein, The parallax generator includes a transparent sheet that includes a cylindrical lens that covers only each light-generating element of the first light source.

8. The device of claim 1 further includes a diffuser disposed between the parallax generator and the second light source.

9. The device according to claim 8, wherein, The diffuser includes a diffusion angle between 0.1° and 2°.

10. The device according to claim 1, wherein, The distance between the first light source and the second light source is less than the distance between the first light source and the maximum 3D depth defined by the parallax generator in conjunction with the first light source.

11. The device according to claim 10, wherein, The distance is between approximately 3 cm and 10 cm.

12. The device of claim 1, further comprising a processor configured to: - Receive 3D images; - Based on the calibration of the device, the 3D image is mapped to the pixels of the first light source; - Provide the mapped 3D image to the first light source, wherein the first light output includes the mapped 3D image.

13. The device according to claim 12, wherein, The processor is also configured to determine a two-dimensional image, wherein the two-dimensional image is provided to the second light source.

14. The device according to claim 13, wherein, Determining the two-dimensional image includes: based on the three-dimensional image, determining the elements of the second light source to block the area of ​​the first light output.

15. The device according to claim 13, wherein, Determining the two-dimensional image includes: based on the three-dimensional image, identifying pixels of the second light source to be activated to form a two-dimensional optical window around the three-dimensional image.

16. The device according to claim 15, wherein, The two-dimensional optical window enhances the perception of depth in the three-dimensional image.

17. The device according to claim 12, wherein, Mapping the three-dimensional image to the pixels includes mapping the three-dimensional image to only a portion of the first light source.

18. The device of claim 1, further comprising a processor configured to: - Receive two-dimensional images; - Determine the spatial distribution of the first light output relative to the second light source; and - Generate a second image, which is operable to improve the resolution of the two-dimensional image, wherein, The processor provides the two-dimensional image to the second light source and provides the second image to the first light source.

19. An apparatus comprising: - A light source that generates light output; - A parallax generator, which receives the light output and transmits different portions of the first light output in different directions; and - A processor, which is configured to: --Receive 3D images; -- Apply anti-aliasing transform to the three-dimensional image; --Based on the calibration of the device, the 3D image is mapped to the pixels of the first light source; and --The mapped 3D image is provided to the light source, wherein the light output includes the mapped 3D image.

20. The device according to claim 19, wherein, The 3D image is formatted as a stitched image, wherein the anti-aliasing transformation includes adjusting the stitched image based on the tilt of the parallax generator.