Boost visual clarity of VR/AR HMDs

Digital Lens for VR/AR

Digital Lens for VR/AR is a computational lens aberration correction technology enabling high resolution, visual clarity and fidelity in VR/AR head mounted displays. The Digital Lens allows to overcome two fundamental factors limiting VR picture quality, size constraints and presence of a moving optical element—the eye pupil.

Features

  • Complete removal of lateral chromatic aberrations, across the entire FoV, at all gaze directions.
  • Correction of longitudinal chromatic aberrations, lens blur and higher order aberrations.
  • More than twofold increase of visible resolution.
  • Enhancement of edge contrast (otherwise degraded due to lens smear).
  • Enables high quality at wide FoV (>100°).
  • Less than 0.5 milliseconds latency.

Resolution improvement measurement with Vive Pro:

1: Digital Lens achieves up to 2.7x increase in visible resolution, across the entire FoV, at all gaze directions.

2: Even in the ideal case (the eye is precisely at the optical axis, looking straight at the center), Digital Lens achieves ~37% increase in MTF (~1.9x increase in effective resolution).

Chromatic aberrations measurement with Vive Pro:

1: With eye pupil moving off the optical axis, the aberrations increase dramatically. The crossing (fringes) of more than 1 pixel starts very close to the center of the FoV.

2: Even in the worst case (the eye is way off, measuring at the edge of FoV), Digital Lens suppresses the fringing below the level achieved by Vive Pro as is in with eye pupil at the optical axis.

3: With Digital Lens, the level of fringing steeply decreases moving off the edge of FoV. Most of FoV gets very low level of color fringing.

Digital Lens Unity plugin for Vive Pro Eye

Get it now

Please fill the form to receive your copy of DL Unity SDK for Vive Pro Eye.

Introduction

Almalence Digital Lens is a computational technology allowing to overcome the limits of HMD optical performance. Using the knowledge about physical optical system and the eye tracking data, it increases the visible resolution and removes chromatic aberrations across the entire field of view, at any gaze direction. It does a job of a corrective optical element while adding no extra size or weight to the HMD device.

It is commonly accepted that picture quality and visual fidelity are crucial factors for truly immersive VR experience and for VR adoption in general. Few realize though, that simply increasing the display pixel count is not enough, because it matters not only what the display shows but what the user can see and the quality of the visible picture is actually limited by the fundamental constraints affecting the optical performance of HMD lenses — presence of a moving lens element (eye pupil) and overall size constraint, limiting the complexity of the optical system.

Limited HMD optical performance is the main reason why the substantial increase of display resolution in HTC Vive Pro over the original Vive did not bring much of a visible improvement. With the Digital Lens added to Vive Pro Eye, we measure twice higher visible resolution along with tenfold reduction of color fringing. The Digital Lens literally makes the Vive Pro's high resolution visible.

Your users will see more

By making the technology directly available to the developers, Almalence allows them to provide higher picture quality experience to their users immediately without waiting for the technology to be adopted by the HMD OEMs, and to gain additional value from investment in eye tracking hardware.

FAQ

Q: Does it add any latency?

A: Yes, less than one millisecond (measured on GTX 1080)

Q: Will it work on Vive Pro without eye tracking?

A: Unfortunately, no. Eye pupil is an optical element and its movement is in fact one of the factors fundamentally limiting the optical performance of the HMDs. Digital Lens absolutely needs to know the eye pupil position in order to operate.

Q: Will it work on Oculus, Index, Pimax, ... any device other than Vive Pro Eye?

A: We will be happy to implement Digital Lens for all HMDs once they have eye tracking

Q: How much does it cost?

A: The current version is intended to be used for development, testing and demonstration purposes and for those purposes it is totally free. The licensing terms for a product implementation depend on a number of factors and shall be discussed individually.

Q: Can I use it with Unreal or my custom engine or any other engine other than Unity?

A: At the moment we only have the Unity plugin. However please don't hesitate to contact us via the form and let us know your requirements. We will let you know if there's a workaround allowing you to test the technology with your app.