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Each subpixel contains pillars of different widths. When bathed in white light, the spacing between the pillars determines which wavelengths are transmitted.
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Instead of filters or color-specific OLED materials, the new display makes use of a surface bristling with tiny silver nanopillars 80 nanometers high. The new Stanford and Samsung solves both problems at the same time.
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A Nanoscale Skyline to Filter Light Into Pixels Filtered OLEDs are also limited in how small you can make them. The thing is, the filters absorb 70% of the light, thus requiring more power to keep them bright. So, for larger displays like televisions, manufacturers opt for white OLEDs with red, blue, and green filters sitting on top of them. If the mesh is too big, it has a tendency to sag. But the method has limitations both in how small the subpixels (and therefore pixels) can be and how large the display can go. These are laid down by spraying dots of each material through a fine mesh. For small screens like smartphones, the pixels are split into subpixels that emit red, green, or blue light. Some of the top displays in the world-like the ones in high-end televisions and iPhones-use OLEDs because they’re very thin and flexible and known for their deep, pure colors.Ĭurrently, there are two ways to make OLED displays. He realized the same approach could be useful in organic light-emitting diode (OLED) displays too. Joo, who was visiting Stanford at the time, learned of Brongersma’s approach in a presentation by graduate student Majid Esfandyarpour. The new display was born from a breakthrough in solar cells, where Brongersma’s lab used optical metasurfaces-these are surfaces with built-in nanoscale structures to control a material’s properties-to manipulate light. Very Meta: From Solar Panels to Virtual Reality Of course, they aren’t alone in their quest for ultra-high-def, and the display is still firmly in the research phase, but it hints at what the future holds for stunning AR/VR experiences. They’re looking beyond headsets too, writing, “An ultrahigh density of 10,000 pixels per inch readily meets the requirements for the next-generation microdisplays that can be fabricated on glasses or contact lenses.” The team says current displays, sufficient for TVs or smartphones, can’t meet the pixel density needs of near-eye VR and AR applications. In comparison, today’s smartphone and VR displays are less than 1,000 pixels per inch. In a recent example, a team of scientists led by Samsung’s Won-Jae Joo and Stanford’s Mark Brongersma published a paper in Science describing a new meta-OLED display that can pack in 10,000 pixels per inch with room to scale. Luckily, science is on it, and with retina resolution laptops and phones yawn-worthy at this point, VR and AR are now key technologies driving cutting-edge research in high-res displays. That means for VR to hit retina resolution, we’ll need displays with way more, way smaller pixels. The closer it is, the more pixels you need. Retina resolution depends on a number of factors, one of which is how close the display is to your eyes. Yet, the image still isn’t so crisp that the eye detects no pixelation at all. High-end, tethered headsets offer higher resolution than early versions of the Rift. The best VR displays are somewhere between super-screen-door and retina resolution. But the ideal experience is one in which the eye discerns nary a pixel on the screen, a heavenly state referred to as retina resolution. And of course, displays were first on their list.Įarly Oculus Rift developer kits were like looking through a coarsely patterned screen door.
HIGH RESOLUTION VR PHOTO 1080P
Early on, VR pioneer Oculus built prototypes with 1080p AMOLED displays from Samsung Galaxy S4 smartphones.īut after Facebook’s $2 billion acquisition, the team had the wherewithal to begin dreaming up and ordering custom components. The affordable sensors, chips, and high-resolution displays critical to rendering a decent VR experience were engineered for iPhones and Galaxys not Rifts and Vives. You can plausibly say today’s virtual reality is a descendent of smartphones.