If this only uses light, how would it deal with occlusion? It would be impossible to put a dark object in front of a lighter one, right?
As far as resolution: each slice is about 104px high resolution in it's current state, the width is about 1500px in resolution. The current depth resolution is 10. Because Volume currently has 10 slices. We do use some tricks to reduce the apparently low depth resolution, for example we allow a dev to set settings to 'overdraw' the slice so slices draw parts of their sister slices, which are then blended/interpolated with shaders. It helps a lot, and in fact our tests with more slices don't seem to do much other than increase the quality and viability of wider viewing angles. At near straight on viewing angles (within 15 degrees of the center), more slices don't seem to affect the quality of the display much (interestingly).
As an additive display, you are correct, a dim object in front of a light one wont show well... it really does look a lot like 'princess leia' in the 'obi-wan come help me' scene.
There are 2 ways we found to mitigate this. 1) We allow devs to set a 'black point' which adds the desired value to all geometry, thereby having a way to distinguish 'black' from 'void'. 2) Certain applications benefit a lot from not rendering slices at all but drawing everything as a normal 3D scene and then using a shader reading the depth buffer to determine the slice of a particular pixel - hence anything in front of something else causes a 'shadow' in subsequent slices (so it -CAN- occlude in this way, but by sacrificing the view from the back side). Things like scanned human heads look very good with this method... they honestly look like ghost heads suspended in space inside Volume.
Anyway, I hope it answers your questions. (I am the main tools dev).
But I really think you should reconsider the messaging around the product. I'd imagine most of your potential customers would be tech-savvy enough to ask the questions raised in this thread. Right now your marketing material is making us suspicious; it looks like you have something to hide.
I think you'd be much better off if you were transparent about the technical limitations, so as not to be mistaken for another Cicret Bracelet (https://youtu.be/KbgvSi35n6o). Getting that out of the way would allow you to focus your story on the possibilities, why this tech is cool (because it is!).
Also, judging by your description some of the material on the site is very deceptive, such as the animation with the horse. It appears to be very high resolution, there's no "slicing" even at acute viewing angles, and it has dark objects occluding lighter ones. That's not really OK.
It definitely seems like just something cool to have sitting around at this stage, like a lava lamp or something.
As long as they can keep improving the res, it could eventually be useful, but will they get there before unobtrusive AR glasses?
There have been depth displays before - vibrating mirror devices (a mirror mounted on a subwoofer driver) and such. Today we have enough GPU power to drive a volumetric display, at least at the modest resolution of this device.
But it's awfully low-res. Once you get tired of the 3D effect, it's going to be painful.
> Volumetric displays have been around in research labs and a few small companies for decades. But they have always been extremely expensive — a staggering $100,000 per unit.
> Volume is nearly 100x less expensive than the systems that have come before.
Of course, their lowest price point is still $999, so I still wouldn't call that cheap.
This is the only known way to create true images with real depth of field and parallax, and requires ultra high resolution to both record and display the microscopic interference pattern.
There is a good book https://www.crcpress.com/Ultra-Realistic-Imaging-Advanced-Te... that has the mathematical basis for which the real principle of holography could be applied, given a capable enough display technology, to re-create an exact replica of the light field/wavefront that is identical to what we see in real life. Of course, a single static image with sufficient resolution of about 3"x5" in real life contains over 100 GB of data. The information carrying capacity of light is amazing.
None of the current VR/AR systems (including MagicLeap) use anything close to what is required, and we are still ways off in both display tech and GPU bandwidth to even generate a single, static image in a consumer product.
Someday someone may make a display with light-wavelength-scale resolution and display real holograms in real time, but that hasn't been done yet.
So the number of layers would be bound by the frame rate of the display, the amount of vertical travel, and the speed of the motor driving it up and down.
The only advantage I see to this vs. something like HoloLens is that it doesn't require a head mounted display. Unfortunately for this project, that's not as big a barrier for serious companies as they need it to be. In time I think this "advantage" will also dwindle due to shrinking component size, etc.
The price is also considerable - it's about a thousand dollars cheaper than a HoloLens (I'm going to keep going back to HoloLens because to me they're directly comparable.) But the thousand saved also comes with some significant drawbacks:
- The notion of collaboration seems to be non-existent with this device - I don't see them showing how that might work based on their promo clips. Seems to be single user driven.
- It has a back-face. How do you render something like text so that it's readable from all perspectives?
- Control appears to be limited with no standard input. HoloLens tracks the users hands, by comparison.
- Does it have a top on it? At that point, what really separates it from a 3D TV? Seems like you'd only get limited perspective translation.
I'm having trouble coming up with really practical applications for such a device, that wouldn't be better suited by a head mounted personal device. I fully support the effort if they find their niche, but coming from a VR/MR point of view, I can't really see any real advantages. Please enlighten me! I don't mean to be a downer!
Full disclosure, I'm working with the company right now. I made the Unity Asset Tutorial Video as well as the rhythm game Rhythm Reach (and am currently taking a break from prepping for our launch party).
Also, take what I'm going to say w/ a grain of salt as I've been working in Volumetrics on and off for nearly 10 years with my personal project Lumarca: http://www.albert-hwang.com/lumarca/ -- so I've been drinking the Koolaid for a while now...
Volumetric Tech is a completely different medium, full of it's pros and cons. Many of the things people are bringing up in this thread are totally true and often infuriating when you start working in this space. You get x-ray vision (for better or for worse). It's impossible to meaningfully document (video always smashes it back into 2d). A focus on voxels make traditionally 2d content a weird problem (like text). And, to be sure, supportive tech for this isn't nearly as advanced as the stuff supporting VR. In terms of engineering, this creates a tough balancing act between price, visual fidelity, and scalability.
So -- why do it?
I do it because it's the only form of digital 3d media that exhibits passive physical presence. It's viscerally present in a way that no other digital media is. When people see a truly volumetric display for the first time (in person), 90% of the time they're totally floored. This is true even of my other volumetric display that had much much worse visual fidelity. The content is "worldlocked" in a very real way.
You also bring up the very real problem of practical applications. We're also exploring these questions (medical visualization w/ DICOM integration, songrams, games?). While this display is far from perfect, we're hoping that the low barrier to entry (a little $ + Unity) + some community presence, we'll make the environment friendlier for finding those solutions.
Anyhow, if you (or anybody on this thread) visits the NYC area, please drop us a note to come by to see it for yourself in person!
I'd guess the device is made of something like 20 stacked panels, each with a 300 x 300 resolution.
A graphic on https://www.lookingglassfactory.com/how/ showing the obligatory macbook has its display divided vertically into what looks like 10 slices - so perhaps 1920x108x10?
That would seem plausible as to what the photos on the site represent, but some of the 3d renders use a much higher vertical resolution for the display.
(This is just an educated guess, of course.)
"people of all ages can come together to experience something that’s future AF."
Is the target audience "gullible ass"?