The term “volumetric”, in Voxon’s case, relates to the fact that the “objects” that our technology creates, do not reside on a screen, but physically exist with a volume or 3D space.
HOW DOES VOXON'S VOLUMETRIC TECHNOLOGY WORK?
3D VOLUMETRIC TECHNOLOGY
Voxon has built the world’s most advanced 3D volumetric display technology.
Where other 3D display technologies use multiple views of a scene to create a stereoscopic view, Voxon technology physically builds a model of the scene using millions of points of light. The result is a fully interactive digital “hologram” that can be viewed from any angle, without special glasses or headgear.
Traditional approaches to viewing 3D require headsets or LCD screens with limited viewing angles. Voxon displays are designed to form the centrepiece of an interactive experience. They are designed to sit in the middle of a social gathering , where conversation and eye contact are a natural and ideas can be shared. Our volumetric technology brings digital content to life and helps empower people to visualise, communicate, learn and have fun in a collaborative manner without wearing glasses or headgear.
THE VOXON PHOTONIC ENGINE
Voxon’s volumetric displays are part hardware and part software and are powered by the Voxon Photonic Engine, a unique combination of hardware and software that together enable the projection of digital geometry, in true glasses free 3D , with unlimited viewing angles.
The Voxon Photonic Engine is an ultra-high-speed digital light engine and highly optimised volume rendering engine. This combination of hardware and software is capable of projecting over half a billion points of light every second into physical space. The main components of the engine are described below.
Voxon Dynamic Link Library (DLL)
A compiled 64-bit executable that powers each Voxon display. The DLL is the “brain” that powers each Voxon display. It takes geometry as input and translates it into ultra-high-speed binary projected images.
The input methodology for creating real time animated data. This includes a fully functional Unity asset that extracts data from the Unity engine as well as a low-level software API with expansive range of volumetric graphics function calls.
The code that is responsible for converting 3D geometry into a 3D array of Voxels.
The code that distorts every point in the voxel array that when projected, the 3D geometry is displayed without optical distortion.
Temporal and Spatial Dithering
The code that creates shades of colour and brightness using only 1-bit of colour data and exploits persistence of vision to blend colours spatially over time.
Binary Image Projection
The code that extracts arbitrarily shaped cross-sectional image planes from the voxel array, and projects them on to the diffuser at over 4000 frames per second.
The process of mounting multiple light engines so that multi-channel colour images can be projected that are free from chromatic aberration.
The “swept surface” component of the display. This is a uniquely designed projection screen that diffuses the projected images using an intricately timed actuation method that physically moves the diffuser repeatedly through the display volume at a rate fast enough to create Point Of View images that are coherent and stable.
Feedback and Control
The system of sensors and inputs that allows the system to maintain synchronicity and operate using real-time data and input controls.