Variant A. Built from the course lecture decks (Visual Displays, Parts 1 & 2). A second take written without them is at Variant B.

Overview

A VR system inserts hardware into the loop between a person's senses and their actions: output devices (displays) replace what reality would normally show the senses, and input devices (trackers, controllers) replace what reality would normally sense from the body's actions.

Diagram comparing the reality perception-action loop to the virtual reality loop, with output and input devices inserted between the senses and consciousness/action.
In a virtual reality system, input and output devices sit in the loop between human perception and action.

Two Families of Immersive Display

Head-Mounted Displays (HMDs) are worn on the body; Head-Tracked Displays (HTDs) are fixed in the room.

HMDs — Oculus Rift, Oculus Quest, HTC Vive (Pro), Valve Index, Windows Mixed Reality — move with the user's head, so the display itself must be tracked. HTDs — single-screen setups, surround-screen rooms, workbenches, arbitrary-surface projections, and autostereoscopic displays — stay in a fixed location, so instead the user's head must be tracked to keep the perspective correct.

General Display Properties

Properties that describe any visual display, immersive or not.

Emitting Technology

Display technologies include liquid crystals (LCD), light-emitting diodes (LED/OLED), digital light processing (DLP), and older CRTs — each with a different way of turning an electrical signal into light.

Left: cutaway diagram of a CRT showing electron guns, deflection yoke, shadow mask, and phosphor dots. Right: exploded diagram of an LCD stack showing fluorescent tubes, diffuser, polarizers, LCD module, and color filter.

Spatial Resolution

Spatial resolution is a measure of visual quality, and depends on both the number of pixels and the size of the screen.

It's commonly measured in dots per square inch (dpi) or cycles per degree — the latter matters more for HMDs, since the same pixel count spread over a wider field of view looks less sharp.

cycles per degree = pixels per line / (2 × FOV in degrees)
Example: 1024 pixels / (2 × 40°) = 12.8 cycles/degree.
Snellen acuity = 20 / (600 / cycles per degree) → 600 / 12.8 = 47 → 20/47 vision — noticeably blurrier than the 20/20 baseline.

Temporal Resolution

Refresh rate (Hz) is how fast a display refreshes the image already in its buffer.

It's commonly confused with frame rate, which is how fast new images are generated and placed into that buffer in the first place — a display can refresh at 90Hz while the application only manages 45 new frames per second.

Immersive Display Properties

Properties specific to displays meant to immerse a user in a virtual space.

Grounding

Grounding is the point of contact between the display screen and the world and/or the participant.

A person wearing a bulky head-mounted display, illustrating a head-grounded display.
Head-grounded: the display is attached to the user's head.
Two people standing inside a CAVE-style room-scale projection display, illustrating a world-grounded display.
World-grounded: the display is fixed in the physical environment.

Display Channels

Two simultaneous visual display channels with separate views are required for stereopsis.

Two slightly different renderings of a teapot, one for the left eye and one for the right eye.
Left-eye and right-eye views differ just enough to produce a stereo effect when fused.

Spatial multiplexing

Positions separate images for each eye side by side.

Temporal multiplexing

Time-interlaces different images per eye using active shutter glasses.

Polarization multiplexing

Filters two overlaid sources through oppositely polarized filters.

Spectral multiplexing

Anaglyphic stereo — displays each eye's view in a different color.

Screen Geometry

Screens come in a variety of shapes — rectangular, circular, L-shaped, hemispherical, and hybrids. Projection mapping extends this further, supporting display on any surface at all.

Left: a curved immersive projection scene of a volcanic landscape. Right: projection mapping onto a car and a bar chart poster.

Field of View (FOV) & Field of Regard (FOR)

Field of view is the maximum visual angle seen instantaneously; field of regard is the total physical space around the user in which images can be displayed.

An HMD can offer a 100% field of regard simply by covering the eyes wherever the head turns — a fixed projection screen cannot, since turning away from it exposes empty space.

Diagram comparing field of view for a head-mounted display versus a projection display, including stereo overlap.
FOV: head-mounted vs. projection displays.
Diagram showing 100 percent field of regard possible with a head-based display versus incomplete field of regard limited by a projection screen's edge.
FOR: full 360° with a head-based display vs. limited by a screen's edge.

Focal Distance

Focal distance is the apparent optical distance of the images from the viewer's eyes.

With most current technology, all images sit on the same focal plane regardless of their intended virtual distance from the viewer — a major source of the accommodation-convergence mismatch covered later in this unit.

Diagram comparing the focal plane of a projection system, located at the screen, to the focal plane of HMD optics.

Latency

Latency is the delay between user movements and display updates — the "motion to photon" delay every VR system has some amount of.

High latency is stressful for the viewer's perceptual system, and can manifest as nausea or headaches.

Optics

Optics let images displayed close to the eyes appear farther away — essential for every VR headset, down to the basic convex lens in the cheapest cardboard viewer. Different lens designs trade off field of view, sharpness, size, and cost.

Simple Magnifier HMD Design

Images display directly in front of the user's eyes on one or two small screens; refractive lenses and/or mirrors magnify them into a larger virtual image.

Diagram of a simple magnifier HMD design showing a lens between the eye and a small display, producing a larger virtual image.

Fresnel Lens

A Fresnel lens is a concentric series of simple lens sections — thin, with a short focal length and large diameter.

This gives more even resolution distribution and less distortion than a single thick lens, at a fraction of the weight, which is why most consumer HMDs use them.

Diagram of a Fresnel lens showing its concentric ring structure and a cross-section showing effective size, center thickness, and focal length.

Lens Aberrations

Spherical aberration distorts the shape of the image — straight lines render curved — so the graphics system must pre-distort the image to compensate.

Stereo pair of a villa scene as seen through VR lens optics, showing pincushion-style curvature at the edges.

Chromatic aberration warps different color wavelengths by different angles, creating a ghost-like fringe where one color continues past an object's edge.

It's most visible at the edges of the lens and least visible in the center of the view.

Close-up photo of tree branches against the sky showing purple and green color fringing from chromatic aberration.
Photo of a mourning dove on a pine branch, a comparison photo without visible chromatic aberration.

LEEP Optics & FOV Distortions

LEEP (Large Expanse, Extra Perspective) optics trade a very wide field of view and higher central resolution for lower peripheral resolution and intentional pincushion distortion.

Diagram showing a square grid transforming into a pincushion-distorted grid, illustrating LEEP optics distortion.
Diagram showing how a teapot's apparent shape distorts depending on distance along the z-axis and viewing angle through a tilted lens.

Collimated Displays & the Thin Lens Equation

If the image source sits exactly at the lens's focal point, the virtual image appears at optical infinity — useful for flight simulators, where distant objects should stay in focus without eye strain.

1/p + 1/q = 1/f
p = object distance (image source to eyepiece) · q = image distance (image from lens) · f = focal length of the lens
Diagram of the thin lens equation showing eye, eyepiece lens, display, and resulting image with labeled distances p, q, and f.

Other HMD Terminology

Exit Pupil

The area behind the optics from which the entire image is visible. A large exit pupil matters when IPD isn't adjustable or the mount isn't secure.

Vignetting

The blocking or redirecting of light rays as they pass through an optical system, darkening the edges of the view.

Eye Relief Distance

The distance from the HMD's last optical surface to the front surface of the eye.

Augmented Reality HMDs

Optical see-through displays place partially transparent, partially reflective combiners in front of the eyes.

These give a direct, full-resolution, zero-delay view of the real world, but registration problems between real and virtual content are highly visible.

Two optical see-through AR headsets: an Epson Moverio-style visor and a Microsoft HoloLens.

Video see-through displays instead stream real-time video from head-mounted cameras into the graphics pipeline.

This is easier to achieve with a regular VR HMD and supports a wider field of view, but the real world typically ends up at lower visual quality and with added latency.

Logistic Display Properties

Practical properties that determine whether a display fits a given use case.

Ergonomics & Mobility

Immersive displays should be comfortable, unobtrusive, and lightweight. Mobility — whether a tethered cable requires management, or a headset is fully untethered — directly affects both immersion and usefulness.

A person wearing a bulky, wired experimental head-mounted display.
Left: a tethered HMD suspended from cables on the ceiling for cable management. Right: a person wearing a wireless backpack PC with a VR headset and controllers.

Tracker Integration

The type of visual display can also influence integrated motion tracking — tracking systems with a limited operating range or that require cables will restrict the user's movement.

Left: an HTC Vive headset. Right: passive tracked glasses with reflective marker balls attached.

Light Pollution & Environment Requirements

Light pollution — excess visible light from an external or internal source — can interfere with the visual presentation of the virtual world, though most consumer headsets seal tightly enough against the face that it's a non-issue. Projection-based displays, by contrast, generally need to limit external light to maintain contrast, and the size of the physical space becomes a major factor for any room-scale display.

Portability

Portability ranges from a folding handheld stereoscope to a room-scale rig that takes a team hours to assemble.

A hand holding a small folding stereoscope viewer.
Three photos showing the construction of a room-scale projection display: assembling a truss frame, building the structure, and testing a projected image.

Throughput & Safety

Head-mounted displays are inherently single-user; projection-based systems can support multiple people physically present, but only one can be the "driver" who receives the geometrically correct perspective — everyone else sees a distorted view. Safety-wise, the most obvious HMD risk is tripping or colliding with real-world objects while unable to see them, and eye fatigue or nausea afterward is common enough that users are advised not to drive immediately after a session.

Head-Mounted Displays

HMDs are wearable displays coupled to the user's head, integrating electronic, optical, mechanical, and often audio components.

Ocularity

Monocular

Image goes to only one eye.

Biocular

An identical image goes to both eyes.

Binocular

Different but matched (stereoscopic) images go to each eye.

Interpupillary Distance (IPD)

IPD is the horizontal distance between a user's eyes — a display set too high causes eye strain and fusion problems; too low reduces the stereoscopic volume.

Always adjust the IPD setting when putting on a VR headset.

IPD values (cm), 2012 U.S. Army survey
Gender Sample size Mean Std. dev. Min Max Percentile
1st5th50th95th99th
Female19866.170.365.107.455.355.556.206.757.05
Male40826.400.345.307.705.605.856.407.007.25

Advantages & Disadvantages

Advantages

  • Complete visual immersion (360° field of regard)
  • Each user can have their own HMD
  • No need for temporal multiplexing between users
  • More portable and less expensive than other immersive displays

Disadvantages

  • Accommodation-convergence mismatch
  • Must deal with weight and ergonomic issues
  • Cannot see the real world (VR HMDs)
  • Physical objects need graphical representations

Head-Tracked Displays & Stereoscopic Rendering

Fidelity

Fidelity is the degree to which a display's sensory stimuli correspond to what would be present in the real world.

It's more precise and quantifiable than the broad concept of "immersion," comprising many components — spatial resolution, FOV, FOR, and more — and is a useful lens for picking the right display for a given application.

Head-Tracked Displays

In a head-tracked display, the screen sits at a fixed location in physical space, so head tracking is required to keep imagery perspective-correct as the viewer moves.

Diagram comparing a standard display, where a rotating head sees a fixed flat image, to a stereoscopic head-tracked display, where cubes appear to pop out toward the viewer.
Diagram illustrating negative parallax, where an object appears in front of the screen plane, and positive parallax, where it appears behind it.
Negative parallax pulls an object in front of the screen; positive parallax pushes it behind.

Stereoscopic Rendering

To render a single view in almost any graphics software, you must specify an eyepoint, a look-at point, a view-up direction, and either a field of view (for HMDs) or the location of the projection plane (for HTDs).

Diagram labeled 'What Doesn't Work': each eye looking at a rabbit through a different, misaligned projection plane.
Diagram comparing a single shared look-at point for both eyes (No) against separate look-at points per eye (Yes).
Diagram labeled 'What Does Work': both eyes using parallel view directions and a shared projection plane, converging correctly on the rabbit.

Each eye needs its own look-at point and its own off-axis projection, but both eyes should share the same projection plane — pointing both cameras straight at a single shared look-at point (toe-in stereo) is a common mistake that introduces vertical parallax and eye strain.

Accommodation, Convergence & Depth Distortions

Because focal distance is usually fixed at the screen while convergence changes with a virtual object's rendered depth, the eyes' focus and their aim disagree — the accommodation-convergence mismatch behind much of VR's eye strain.

Diagram showing both eyes converging their gaze on a rabbit beyond the display screen, while their focus remains fixed at the screen plane.
Diagram showing objects appearing distorted when viewed from a head position other than the one the stereo rendering assumed, absent head tracking.
Position dependence: objects distort without head tracking.
Diagram showing how a mismatch between true eye separation and modeled eye separation shifts the perceived point away from the intended modeled point.
Interocular dependence: wrong modeled eye separation shifts the perceived point.
Diagram showing a maximum depth plane beyond which a modeled point at optical infinity is instead perceived closer, at the point F.
Maximum depth plane: even a point modeled at infinity is perceived only so far away.

Types of Stereoscopic Displays

Active displays

Shutters synchronized to open and close at the display's refresh rate (temporal multiplexing).

Passive displays

Filter two overlaid images with oppositely polarized filters (polarization multiplexing).

Linear polarization causes ghosting when the head tilts, since the two views only partially separate, and cuts brightness by about half. Circular polarization avoids the tilt-dependent ghosting at the cost of further brightness and crispness. Linear polarization has an added problem in multi-screen rooms: a floor image can't stay aligned with both the front screen and the side screens at once.

Diagram of a three-wall projection room showing polarization stripe orientation misaligning between the front wall, side walls, and floor.

Display Types Gallery

The major categories of head-tracked, room- or desk-based immersive displays.

Single Screen Displays

Conventional monitors, HDTVs, front/rear projection screens, and smartphone or tablet displays — sometimes called "fishtank VR" when paired with head tracking and stereo glasses.

A person playing a game on a large monitor while wearing stereo glasses, an example of fishtank VR.

Advantages

  • Simple and relatively inexpensive
  • Supports a wide range of input devices
  • Good spatial resolution

Disadvantages

  • Not very immersive
  • Limited range of user movement
  • Accommodation-convergence mismatch
  • Physical interaction objects may occlude the display

Workbenches & Tabletop Displays

Displays that simulate work and augment interaction on desks, tables, and workbenches — from head-tracked stereo workbenches to multi-touch tabletop displays combining touch and 3D spatial input.

A tilting Barco workbench display and a person using an older rear-projected workbench display. A person using a zSpace personalized, head-tracked stereo workbench with a stylus. Hands wearing tracked gloves interacting with a 3D shape projected on a table-based workbench display.

Advantages

  • Good spatial resolution
  • Intuitive for medical simulation, 3D modeling
  • Easily supports both 2D and 3D interfaces

Disadvantages

  • Limited range of user movement
  • Limited range of 3D viewpoints
  • Physical locomotion not possible
  • Accommodation-convergence mismatch

Surround-Screen Displays

Displays that "surround" the user to increase field of regard — as a set of multiple flat screens, a single large curved screen, or a combination of curved and planar surfaces, including CAVE-style rooms, hemispherical domes, and curved cylindrical theaters.

Rendering of a CAVE-style room-scale surround-screen display structure with a human figure inside. A person standing inside a three-wall surround-screen display showing a tropical beach scene. A person seated at a surround-screen display built from a grid of LCD monitors showing network graph visualizations. A person viewing an interactive molecular visualization on a hemispherical dome display. People viewing a helicopter model on a curved, rear-projected cylindrical surround-screen display.

Advantages

  • High spatial resolution
  • High field of view and field of regard
  • Can mix real and virtual objects

Disadvantages

  • Expensive, requires significant physical space
  • Typically only one user is tracked at a time
  • Front projection can affect 3D UI techniques
  • Accommodation-convergence mismatch

Arbitrary Surface Displays

Projection mapping displays imagery directly on surfaces of any shape or size, typically paired with a camera for surface estimation, requiring precise projector-camera calibration to account for the surface's geometry, color, and texture.

Microsoft IllumiRoom projecting an extended game display onto the walls and furniture of a living room. The Virtual Showcase projecting glowing virtual anatomy onto a physical dinosaur skull model.

Advantages

  • Good 3D depth cues for imagery on an object's surface
  • Display is part of the environment
  • Display can be anywhere

Disadvantages

  • Front projection limits direct manipulation
  • Difficult to get right visually
  • Needs view-dependent stereo for content above/below the surface

Autostereoscopic Displays

Displays that produce a stereoscopic or true 3D effect without glasses — parallax barriers and lenticular lens arrays direct different pixels to each eye; volumetric and holographic displays instead create (or approximate) genuine light in 3D space.

Diagram of a parallax barrier: a vertical grating in front of a screen sends left-eye and right-eye pixels in different directions. Hands holding a Nintendo 3DS, an autostereoscopic handheld device using a lenticular lens array. A volumetric display device showing a glowing, colorful 3D rendering of a human head. A swept-volume volumetric display showing a glowing 3D molecular structure inside a dome.

Parallax barrier

A vertical grating so one eye sees even pixel columns, the other odd — 3D only from a predetermined position and angle.

Lenticular display

A cylindrical lens array projects different 2D subzones at different angles, supporting a wider viewing range than a parallax barrier.

Volumetric (static)

Two intersecting invisible laser beams create a single visible point, or a high-speed projector paired with stacked liquid-crystal scattering shutters.

Volumetric (swept)

A periodically time-varying 2D image is swept through a 3D volume at high frequency.

Holographic

Records and reproduces the properties of light waves: a computational step converts a 3D scene into a fringe pattern, then an optical step turns that pattern back into a 3D image.

Head-Mounted Projective Displays

A hybrid between an HMD and a projection display: small projectors attach to a head-coupled device and display images onto the real environment, which must be coated in retroreflective material that deflects light back in the direction it came from.

A person wearing a helmet-mounted pico-projector, next to a comparison photo of retroreflective illumination on a rock surface. Diagram comparing mirror-like specular reflection, matte diffuse reflection, and retroreflection, which returns light to its source.

Try It: Field of View & Resolution

Field of view and resolution trade against each other on any fixed pixel budget. Drag the sliders below to see how widening the FOV spreads the same pixels thinner — and watch the cycles-per-degree and Snellen acuity readouts (from the formula above) fall as a result.

Cycles / Degree
Snellen Acuity
Motion Blur