Human-centric optical design: a key for next generation AR and VR optics

Bernard Kress

(Microsoft Research)

Please LOG IN to view the video.

Date: October 4, 2016


Bernard has made over the past two decades significant scientific contributions as an engineer, researcher, associate professor, consultant, instructor, and author.
He has been instrumental in developing numerous optical sub-systems for consumer electronics and industrial products, generating IP, teaching and transferring technological solutions to industry. Application sectors include laser materials processing, optical anti-counterfeiting, biotech sensors, optical telecom devices, optical data storage, optical computing, optical motion sensors, digital image projection, displays, depth map sensors, and more recently head-up and head mounted displays (smart glasses, AR and VR).
He is specifically involved in the field of micro-optics, wafer scale optics, holography and nanophotonics.
Bernard has 32 patents granted worldwide and published numerous books and book chapters on micro-optics. He is a short course instructor for the SPIE and was involved in numerous SPIE conferences as technical committee member and conference co-chair.
He is an SPIE fellow since 2013 as has been recently elected to the board of Directors of SPIE.
Bernard joined Google [X] Labs. in 2011 as the Principal Optical Architect, and is now Partner Optical Architect at Microsoft Corp, on the Hololens project.

Further Information:

The ultimate wearable display is an information device that people can use all day. It should be as forgettable as a pair of glasses or a watch, but more useful than a smart phone. It should be small, light, low-power, high-resolution and have a large field of view (FOV). Oh, and one more thing, it should be able to switch from VR to AR.
These requirements pose challenges for hardware and, most importantly, optical design. In this talk, I will review existing AR and VR optical architectures and explain why it is difficult to create a small, light and high-resolution display that has a wide FOV. Because comfort is king, new optical designs for the next-generation AR and VR system should be guided by an understanding of the capabilities and limitations of the human visual system.

Created: Thursday, October 6th, 2016