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I think it's important to note a few things about your second point: This version of Magic Leap's display has nothing to do with light fields. It is a wave gui
by kirke 8y ago
I think it's important to note a few things about your second point:
This version of Magic Leap's display has nothing to do with light fields. It is a wave guide optic, just like Epson Moverio, Hololens (the term holographic also implies nothing special in terms of optics, it's a wave guide display combined with perspective rendering), and almost all other see-through HMDs. Magic Leap made headlines when they teased their oscillating fiber display, which had potential to render light fields, but that has not been pursued with this release. That's not to say they won't pursue it in the future, it's just not relevant to this product.
Next, eye tracking actually doesn't affect what is rendered to the display. The relationship of the headset display's field of view to the user is rigidly fixed even if your eyes move; different objects should not be rendered when moving only your eyes.
Rather, eye tracking is used for contextual information and user interaction. Gaze direction could be an input to foviated rendering, or you could use your eyes to select and manipulate digital objects.
Nothing I've said is meant to detract from ML's product; it's a very exciting development and a huge accomplishment for ML and the XR industry. I just think we should keep these points in context.
- michaelbuckbee 8y agoThanks for clarifying, you are absolutely right, and now I feel bad for mixing this up.
- kirke 8y agoDon't feel bad - it's something many many people confuse. Marketing jargon, changing production targets, and general lack of knowledge in a very technical field only exacerbate the problem.
- roywiggins 8y agoBuiltin gaze tracking could be very good for interaction. Hololens's closest thing to a "cursor" requires you to point your entire head at an object to select it, and it feels very, very clunky.