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VividQ unveiled advancements in AR optics

Announcing that they have created and produced a waveguide combiner that accurately displays simultaneous variable-depth 3D content within a user’s environment, VividQ, a company that specialises in holographic display technology for augmented reality (AR) gaming, and Dispelix, a company that excels in the design and manufacture of waveguides, made the announcement recently.

Additionally, the two companies announced a commercial partnership to push the novel 3D waveguide technology into commercialisation.

An augmented reality (AR) game is one in which digital material is merged into the actual environment in such a manner that players are able to interact with it in a way that is fully natural and intuitive. VividQ says that their newly released waveguide and the software that goes along with it are designed to cater to the requirements of 3D applications such as gaming.

The company claims that the bulk of existing augmented reality experiences can only display 2D stereoscopic images at a single focus distance. Customers won’t get the immersive 3D experiences they need since things won’t be able to be interacted with organically and easily, and won’t be accurately positioned inside the actual environment, which might lead to eye strain and nausea.

According to VividQ, for augmented reality (AR) solutions to be widely accepted by consumers, they must have a broad field of vision and the ability to focus on 3D images simultaneously at all natural distances, from 10 cm to optical infinity. Professionals advise employing a waveguide combiner to deliver augmented reality graphics in the most space-effective manner.

Darran Milne, CEO of VividQ, remarked on the new development, emphasising that displaying 3D pictures placed in the actual world, with a good field of vision and a vision box that is big enough to handle a broad range of IPDs, whilst still being enclosed in a lightweight lens, has always been a key problem with AR experiences. He revealed that his team has created a manufacturing relationship and addressed the challenge by designing a product that can be mass-produced after testing and proving its viability. According to Milne, this marks a huge step forward since augmented reality (AR) cannot be delivered without 3D holography.

Milne provided further elaboration by stating that while other companies have been working on a 2D screen that can be worn on the face, his company has been working on the window through which users can simultaneously experience the physical and virtual worlds. His team has been working on the window for some time now.

Wearable firms may consider licencing the software and 3D waveguide combiner developed by VividQ, both of which are covered by patents, in order to develop a product roadmap for wearables.

According to VividQ, game creators can easily build novel new experiences since their holographic display software is compatible with established game engines like Unity and Unreal Engine. The 3D waveguide may be provided by and mass-produced by a manufacturing partner of VividQ.

Find out more about VividQ’s holographic display technology on their website.

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