📺
Survey of Alternative Displays
  • Survey of Alternative Displays - 2024 Update Notes
  • 2022 Update Notes
  • Introduction
  • Outline
  • Standard Displays
    • Standard Displays Overview
    • LED
    • Projector
  • Alternative Displays
    • Overview
    • Transparent
    • Volumetric Displays
    • Modified Polarizers
    • Electronic Paper/E-Ink
    • Flexible Displays
    • Lasers and Laser Projectors
    • Lenticular and Multiview Displays
    • Light-field Displays
    • Head Mounted Displays
    • Circular and Non Rectangular
  • Techniques
    • Overview
    • Pepper's Ghost
    • Projection on Static Transparent Material
    • Volumetric Projection
    • Projection on Water or Fog
    • Diffusion and Distortion Techniques
  • Experimental/Other
    • Overview
    • Physical/Mechanical Displays
    • Switchable Glass
    • Drone Displays
    • Ultrasonic Atomization of Water
    • Electrochromic Paint
    • Light activated and other Reactive Surfaces and Materials
    • Scanning Fiber Optics
    • Acoustic Levitation Display
    • Plasma Combustion
    • High Refresh Rate Displays
    • Other Experiments
  • Legacy
    • Overview
    • Cathode Ray Tube
    • Eggcrate and other Numeric Displays
    • Glasses-enabled 3D
    • Pyrotechnics and Other Curiosities
  • Closing Notes
  • Appendix
    • Holograms and the Ideal Display
    • Misleading Terms
    • Notes about Touch Screens
    • Virtual Production and XR
    • LCD Polarizer Removal
    • DIY Transparent Screens
    • Acknowledgements and Additional References
Powered by GitBook
On this page

Was this helpful?

Edit on GitHub
  1. Appendix

Virtual Production and XR

PreviousNotes about Touch ScreensNextLCD Polarizer Removal

Last updated 3 years ago

Was this helpful?

This section is meant to provide some links and resources on things like virtual production and Extended Reality (XR). There are many resources that cover this topic in considerable detail, so this will be very brief.

This area of study is a large synergy across different disciplines like content production, filming, LED displays, motion tracking, and lighting. It felt necessary to ackowledge it as part of the continuum of digital displays.

In a weird way, you could consider XR as a specialized display on its own because of how it utilizes sensor technology and game engines to render a believable environment to the perspective of the camera. In the same way that an AR/VR headset renders a certain perspective to the viewer's eyes, this is just that same concept but unwrapped into a sort of extrernally facing thing. I think that certain kinds of displays will eventually incorporate more and more sensors that are just considered fixed elements of the display.

In very brief terms, many setups for XR utilize a rendering engine like Unreal or Notch to render a scene in real time. The scene is rendered on high resolution LED tiles where actors and other props are used to set the scene. A tracking system (like a ) is attached to the camera and it allows the real-world camera to essentially duplicate the virtual camera position in the rendered 3D scene. There is a lot of details I'm not covering here like the importance of scene lighting, the frame sync/genlock between the LED scene and the camera, and the alignment of the camera intrinsics to the virtual camera so that movement feels natural and smooth for the background of the scene.

Some other resources:

Low budget XR overview:

Vive Tracker
The difference between XR and Virtual Production