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Gamexplore > VR News > Meta & Stanford Reveal Ultra-Thin Holographic XR Display the Size of Glasses
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Meta & Stanford Reveal Ultra-Thin Holographic XR Display the Size of Glasses

July 31, 2025 4 Min Read
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4 Min Read
Meta & Stanford Reveal Ultra-Thin Holographic XR Display the Size of Glasses
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Researchers at Meta Actuality Labs and Stanford College have unveiled a brand new holographic show that would ship digital and combined actuality experiences in a kind issue the dimensions of normal glasses.

In a paper revealed in Nature Photonics, Stanford electrical engineering professor Gordon Wetzstein and colleagues from Meta and Stanford define a prototype machine that mixes ultra-thin {custom} waveguide holography with AI-driven algorithms to render extremely practical 3D visuals.

Though based mostly on waveguides, the machine’s optics aren’t clear such as you would possibly discover on HoloLens 2 or Magic Leap One although—the explanation why it’s known as a combined actuality show and never augmented actuality.

At simply 3 millimeters thick, its optical stack integrates a custom-designed waveguide and a Spatial Gentle Modulator (SLM), which modulates gentle on a pixel-by-pixel foundation to create “full-resolution holographic gentle area rendering” projected to the attention.

Picture courtesy Nature Photonics

In contrast to conventional XR headsets that simulate depth utilizing flat stereoscopic photographs, this technique produces true holograms by reconstructing the total gentle area, leading to extra practical and naturally viewable 3D visuals.

“Holography provides capabilities we are able to’t get with every other kind of show in a package deal that’s a lot smaller than something available on the market at present,” Wetzstein tells Stanford Report.”

The concept can also be to ship practical, immersive 3D visuals not solely throughout a large field-of-view (FOV), but in addition a large eyebox—permitting you to maneuver your eye relative to the glasses with out dropping focus or picture high quality, or one of many “keys to the realism and immersion of the system,” Wetzstein says.

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The rationale we haven’t seen digital holographic shows in headsets up till now could be as a result of “restricted area–bandwidth product, or étendue, supplied by present spatial gentle modulators (SLMs),” the crew says.

In apply, a small étendue essentially limits how giant of a area of view and vary of attainable pupil positions, that’s, eyebox, may be achieved concurrently.

Whereas the sector of view is essential for offering a visually efficient and immersive expertise, the eyebox measurement is vital to make this expertise accessible to a variety of customers, overlaying a variety of facial anatomies in addition to making the visible expertise sturdy to eye motion and machine slippage on the person’s head.

The undertaking is taken into account the second in an ongoing trilogy. Final yr, Wetzstein’s lab launched the enabling waveguide. This yr, they’ve constructed a functioning prototype. The ultimate stage—a business product—should still be years away, however Wetzstein is optimistic.

The crew describes it as a “important step” towards passing what many within the area confer with as a “Visible Turing Take a look at”—basically the flexibility to not “distinguish between a bodily, actual factor as seen via the glasses and a digitally created picture being projected on the show floor,” Suyeon Choi stated, the paper’s lead writer.

This follows a current reveal from researchers at Meta’s Actuality Labs that includes ultra-wide field-of-view VR & MR headsets that use novel optics to take care of a compact, goggles-style kind issue. As compared, these embrace “high-curvature reflective polarizers,” and never waveguides as such.

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