VR-3d projection device
The VR-3D projection device addresses the limitations of current VR goggles by using aligned screens and mirrors to form high-resolution virtual images, achieving enhanced pixel density and potentially larger screen sizes for improved realism and immersion.
Patent Information
- Application Number
- PCT/PL2024/000053
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-10-27
- Filing Date
- 2024-09-25
- Publication Date
- 2025-05-01
AI Technical Summary
Current VR goggle devices face limitations due to the optics and size of their screens, which restrict resolution and pixel density, and cannot accommodate larger screens without compromising viewing angle and optics.
A VR-3D projection device with two independent screens, plane mirrors, and focusing lenses, where the screens and mirrors are aligned at specific angles to form virtual images parallel to the lenses' surfaces, allowing for higher resolution and pixel density, and potentially larger screen sizes.
The device achieves higher resolution and pixel density, potentially reaching 8K UHD, and allows for larger screen sizes without compromising the viewing experience, enhancing realism and immersion in virtual and augmented reality applications.
Smart Images

Figure PL2024000053_01052025_PF_FP_ABST
Abstract
Description
[0001] A^R-SD projection device
[0002] The invention concerns a VR-3D projection device which can be used to display 3D images and films, VR virtual reality technology as well as AR augmented reality technology. The VR-3D projection device can be used by the users by putting it on their head and looking through the lenses at the mirrors in which the images projected on the two screens are reflected.
[0003] State of the art.
[0004] The virtual reality VR goggle devices that currently can be found on the market are based on the technology that displays images from a split screen the size of a smartphone, or two separate displays that are magnified by a pair of lenses. Two images are projected for each eye separately, horizontally shifted from each other, creating the illusion of three-dimensionality. There are a number of limitations in these solutions due to the optics and size of the screens used. The screens are at up to a few centimetres from the lenses, with diagonals of 2-3 inches for each eye. In order to achieve a higher resolution with the same surface of the screens, a higher pixel density is required. On the other hand, the screens cannot be of larger surface and larger diagonal, as they are limited by the viewing angle of the eyes and the optics of the lenses, plus the screens cannot overlap. VR devices offered on the market: Meta Quest 2 with a resolution of 1832x1920 pixels per eye, a 5.46-inch display with a density of 773 pixels per inch, PlayStation VR2 with a resolution of 2000x2040 pixels per eye, which may be considered 2K.
[0005] Subject of the invention.
[0006] A VR-3D projection device, which main components mounted and fixed inside the housing are two projection screens (1A, IB), such as smartphones, or two independent displays, two plane mirrors (2A, 2B), two focusing lenses (4A, 4B), with an option to adjust the spacing to suit to the distance between the user's pupils, which will magnify the images, microprocessor systems with sensors and software for virtual or augmented reality included in smartphones or stand-alone microprocessor devices with power systems, optionally connected to computers, consoles, external devices such as headsets, controllers, characterized by the formation of virtual images (3 A, 3B) in the device, which is the principle of the invention, by means of tv, arranged in front of the lenses (4 A, 4B), by using two projection screens (1A, IB) placed on both sides in the device, the planes of the screens set to the main planes of the lenses at a delta angle (8), each plane of the screen (1 A, IB) positioned to the plane of the assigned mirror (2A, 2B) at an alpha (a) angle, and the planes of the mirrors (2 A, 2B), in which the images from the screens (1A, IB) are reflected, positioned in front of the main planes of the lenses (4A, 4B) at a gamma (y) angle, resulting in such an alignment in producing an angle beta (0) between the plane of the mirror and the virtual image equal to the angle alpha (a), the angles alpha (a) and delta (8) can vary depending on a solution, so as to view through the lenses the virtual images produced by the screens due to the mirrors, where, as an example, the sum of the angles alpha(a), beta (0), delta (8) will be 180°, and the focal plane of each lens will be aligned with the plane of the virtual image of each screen, so that the focus of each lens will be on the plane of formation of the virtual image (3 A, 3B), as a result, in the mirrors will be formed virtual images of the screens parallel to the principal planes of the lenses, with each centre of the virtual image falling on the focal point of each lens; and the images displayed on the screens, visible in the lenses through the mirrors, one for the left eye (1A) and the other for the right eye (IB) will be projected with a shift with respect to the horizontal, in accordance with the principles of creating the illusion of three-dimensional space based on the images, and the images displayed on the screens will be inverted symmetrically with respect to the vertical axis like mirror images (Fig. 5 ), so that the virtual images created by the mirrors as mirror images will form real images not symmetrically inverted (Fig.6), and the virtual or augmented reality will be achieved by using a microprocessor chip with sensors and software in the smartphones used or separate chips or external devices, so that the images displayed will be synchronized with head movements.
[0007] Examples in the figures.
[0008] For example, as shown in Fig. 1, Fig. 2, Fig. 3, the screens are placed on both sides inside the device facing each other at right angles to the surfaces of the main lenses (4C), the mirrors set at an angle of 45 degrees to the side edges of the screens. Virtual images will also be formed at 45 degrees to the side edges of the mirrors, giving an angle of 90 degrees between the screens and the virtual images. The screens and mirrors may vary, for example, the angle between the screen and the main surface of the lens may be 100 degrees and, to obtain a virtual image parallel to the main surface of the lens, the angle of the mirror to the screen may be 40 degrees (Fig. 9). Positioning the lenses to the virtual images so that the centres of the images fall on the optical axes of the lenses. The field of vision in the lenses should contain the field of formation of the virtual images. In the VR-3D projection device, two different virtual images are formed, separate for each eye. The virtual images can be formed in the same space perceived by the brain because they are not real, i.e. they can overlap (Fig- 8).
[0009] Practical example.
[0010] In order to obtain a better understanding of the principle of operation of this device, an experiment can be performed to show how virtual images are formed, e.g. a rectangular flat mirror, which is a type of flat mirror, is moved to the edge of the smartphone, so that the planes of the smartphone and the mirror are in contact with the side edges and are at an angle of 45 degrees to each other. The smartphone (1 A) should be positioned perpendicular to the face so that, when looking into the mirror (2A), you can see the image of the smartphone reflected in the mirror. The viewing point marked A at Fig. 5. Looking into the mirror you will see a virtual image, symmetrical (3 A), which is displayed on the smartphone screen. At an angle of 45 degrees between the smartphone and the mirror, a virtual image will be formed, which will be perceived as if it were behind the plane of the mirror and will form an angle of 90 degrees between the smartphone and the image, since the angle of reflection and the angle of incidence are equal. The test example is shown in Fig. 5.
[0011] Virtual images formed in plane mirrors are straight, i.e. not inverted vertically and of the same size as the reflected objects, the images are symmetrical to the surface of the mirror. Virtual images are formed in the eye as an optical illusion, with the brain interpreting them as light rays running in straight lines locating the image at the extension of the reflected rays.
[0012] The images displayed on the screens will be symmetrically inverted in relation to the vertical axis, being mirror images (Fig.5), so that the virtual images formed by the mirrors as mirror images will not be symmetrically inverted in relation to their own vertical axis and will form real images (Fig.6), i.e. mirror images will be displayed on the screens in such a manner that when looking at a mirror image, a real image, i.e. not symmetrically inverted in relation to its own vertical axis, will be formed.
[0013] Embodiment.
[0014] An embodiment of invention is the VR-3D projection device (Fig. 4) with two smartphones inserted in a plastic head-mounted case, with two screens, one for one eye — the left eye (1 A) and the other for the other eye — the right eye (IB). The diagonal of the screens may be, for example, 6 inches. The smartphones will be placed in pockets of the device case with a position lock. Importantly, the screens will be placed opposite each other. The screens will be positioned parallel to each other, perpendicular to the surface of the main lenses, on two sides. This will create separate images for each eye that create reflections of the images displayed on the screens in the mirrors (2A, 2B), which is the principle of the invention. The mirrors reflect the rays, which the brain interprets as the extension of the reflected rays, thus forming virtual images (3A, 3B). In front of the lenses fixed in the housing, the mirrors (2A, 2B) are attached permanently to the housing. The mirrors will be at 45 degrees to the screens; the lenses will be at 45 degrees to the mirrors and 90 degrees to the screens. Virtual images will be formed in the mirrors parallel to the surfaces of the main lenses. The alpha (a) angle between the screen (1A) and the mirror (2 A) is equal to the beta (P) angle between the mirror and the virtual image, which is also 45 degrees. The angle between the screen and the virtual image will be 90 degrees. The virtual images will be formed parallel to the surfaces of the main lenses. The angles can be positioned differently, e.g. screens set at an angle of 100 degrees to the main lens surfaces, mirrors set at an angle of 40 degrees to the side edges of the screens, producing an angle of 40 degrees between the edge of the mirror and the virtual image, and resulting in virtual images formed parallel to the main lens surfaces (Fig. 9). The mirrors can be the size of screens. For users looking through a lens, a three-dimensional space will be created in front of their eyes if the two projected images differ from each other according to the principle of creating three-dimensional images, i.e. horizontally shifted by a distance equal to the distance between the pupils, i.e. seen from the two perspectives of the eyes. It is required to use lenses to the i . In the are lenses with adjustable spacing to suit the distance between the viewer's pupils. The focal points of the lenses should be located at the point of formation of virtual images.
[0015] The design of the device should ensure stability and rigidity.
[0016] In order to achieve virtual or augmented reality, it will be necessary to use head movement tracking sensors, suitable software for transferring real to digital movement in a connected smartphone or other device, a device with software for creating virtual or augmented reality sending images and sound to the VR-3D device. It will be necessary to attach the VR-3D projection device to the viewer's head using attachment bands and receive sound via headphones. All components of the device should be removable. An external view of an example VR-3D projection device is shown in Fig. 4.
[0017] A second embodiment may be a VR-3D device with separate two screens fixed permanently in a housing for the sole purpose of displaying images, two mirrors, two lenses according to the principles described above. The device will be equipped with motion-tracking sensors, appropriate software for transferring the actual movement to digital in a microprocessor-based system either integrated or with a paired host device in the form of a computer or console. The device will be powered by a built-in battery or a power cable.
[0018] The third possible option, with the same operating principle, could be stationary, immobile VR-3D projection devices, where the user will be able to view images through a viewfinder, like mobile devices. In such a case it is possible to use much larger screens than smartphones, such as two similar computer monitors, or two similar TVs of any diagonal. With larger screens, it will not be necessary to use magnifying lenses. The device will consist of two projection screens, two mirrors, a housing with a viewfinder for two eyes, a device in the form of a computer or console for creating images, virtual or augmented reality. The size of the device will depend on the diagonal of the projection screens used.
[0019] Advantages of the VR-3D projection device.
[0020] The advantage of the VR-3D projection device, compared to the VR goggles Meta Quest 2 or PlayStation VR2 with a single split display of 2-3 inches for one eye and projection in front of the lenses, is that the VR-3D projection device can use screens for each eye, e.g. with a diagonal of 6 inches, which will make it possible to achieve a resolution of 3840x2160 pixels or 4K UHD for each eye, at a pixel density of 800 pixels per inch. With a similar pixel density to the Meta Quest 2 or PlayStation VR2 screens, it will be possible to achieve twice the resolution for each eye using screens that are twice as wide. For the VR-3D projection device, it will be possible to use screens with higher pixel densities, to achieve an 8K UHD resolution of
[0021] 7680x4320 pixels for 6-inch screens. It is also possible to use larger screens, e.g. 11 inches with a density of 800 pixels per inch, and achieve 8K UHD resolution as well. When using OLED screens with additional HDR functionality, it will be possible to create the illusion of greater realism and greater immersion when viewing. The device makes it possible to use lenses with a focal length close to the width of the screen, which can reduce distortion.
[0022] Utility applications:
[0023] The VR-3D projection device can be produced as a device for viewing 3D images and films. When displaying identical images on two screens, the device will display two- dimensional images and videos. The device can be produced as virtual or augmented reality goggles for playing games or for other professional applications.
[0024] Figures.
[0025] For clarity, in figures 1, 2 and 3, no shapes of additional elements have been included on the case to fit the device to the viewer's face to achieve sealing against external light and comfort.
[0026] Attached figures:
[0027] Fig. 1. 3D view. External view of the device.
[0028] Fig. 2. 3D view. Interior view of the device.
[0029] Fig. 3. Top cross-sectional view of the device.
[0030] Fig. 4. External view of example VR-3D projection device.
[0031] Fig. 5. Practical example.
[0032] Fig. 6. Example of image displayed on screen inverted symmetrically with respect to the vertical axis.
[0033] Fig. 7. Example of image seen in a mirror.
[0034] Fig. 8. Space of virtual image formation.
[0035] Fig.9. Example of screen and mirror alignment.
[0036] Designations on the figures:
[0037] 1 A - left projection screen,
[0038] IB- right projection screen,
[0039] 2 A - left mirror,
[0040] 2B - right mirror,
[0041] 3A - left virtual image, reflected image of left screen in left mirror,
[0042] 3B - right virtual image, reflected image of right screen in right mirror,
[0043] 4A - left magnifying lens, B - right magnifying lens, C - main lens surface, - front housing of the device with lens, - upper housing of the device, - lower housing, housing body.
Claims
Patent claims of a VR-3D projection deviceA VR-3D projection device, which main components mounted and fixed inside the housing are two projection screens (1A, IB), such as smartphones, or two independent displays, two plane mirrors (2A, 2B), two focusing lenses (4A, 4B), with an option to adjust the spacing to suit to the distance between the user's pupils, which will magnify the images, microprocessor systems with sensors and software for virtual or augmented reality included in smartphones or stand-alone microprocessor devices with power systems, optionally connected to computers, consoles, external devices such as headsets, controllers, characterized by the formation of virtual images (3A, 3B) in the device, which is the principle of the invention, by means of two mirrors (2A, 2B) arranged in front of the lenses (4A, 4B), by using two projection screens (1A, IB) placed on both sides in the device, the planes of the screens set to the main planes of the lenses at a delta angle (6), each plane of the screen (1A, IB) positioned to the plane of the assigned mirror (2A, 2B) at an alpha (a) angle, and the planes of the mirrors (2A, 2B), in which the images from the screens (1A, IB) are reflected, positioned in front of the main planes of the lenses (4A, 4B) at a gamma (y) angle, resulting in such an alignment in producing an angle beta (0) between the plane of the mirror and the virtual image equal to the angle alpha (a), the angles alpha (a) and delta (8) can vary depending on a solution, so as to view through the lenses the virtual images produced by the screens due to the minors, where, as an example, the sum of the angles alpha(a), beta (0), delta (8) will be 180°, and the focal plane of each lens will be aligned with the plane of the virtual image of each screen, so that the focus of each lens will be on the plane of formation of the virtual image (3A, 3B), as a result, in the mirrors will be formed virtual images of the screens parallel to the principal planes of the lenses, with each centre of the virtual image falling on the focal point of each lens; and the images displayed on the screens, visible in the lenses through the mirrors, one for the left eye (1 A) and the other for the right eye (IB) will be projected with a shift with respect to the horizontal, in accordance with the principles of creating theillusion of three-dimensional space based on the images, and the images displayed on the screens will be inverted symmetrically with respect to the vertical axis like mirror images (Fig. 5 ), so that the virtual images created by the mirrors as mirror images will form real images not symmetrically inverted (Fig.6), and the virtual or augmented reality will be achieved by using a microprocessor chip with sensors and software in the smartphones used or separate chips or external devices, so that the images displayed will be synchronized with head movements.
Citation Information
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