Glass-to-glass latency refers to the total delay between capturing eye position (via an eye-tracking camera) and displaying the corresponding 3D image on the screen. This metric is critical for motion-to-photon (M2P) synchronization, as excessive latency causes misalignment between viewer movement and the displayed viewpoint, leading to judder, motion sickness, and degraded 3D immersion.
Breakdown of Latency Sources
The end-to-end pipeline consists of multiple stages, each contributing to total latency:
- Eye-Tracking Camera Capture (1-5ms)
- Time to acquire an IR/near-eye image of the viewer’s pupils.
- Depends on: Sensor readout speed (global vs. rolling shutter), exposure time, and frame rate (e.g., 120Hz vs. 240Hz).
- Eye-Tracking Processing (5-20ms)
- Pupil detection, gaze vector estimation, and filtering (e.g., Kalman filters for smooth pursuit).
- Depends on: Algorithm complexity (classical vs. deep learning) and hardware (CPU/GPU/ASIC).
- 3D View Synthesis (5-50ms)
- Generating the correct perspective image for the current eye position.
- Depends on:
- Depth-based rendering (DBR): Warping existing views (~5ms).
- Neural rendering (e.g., NeRF): Higher quality but slower (~50ms).
- Weaving/Interlacing (1-10ms)
- Combining left/right views for lenticular/barrier displays.
- Depends on: Display controller (FPGA vs. software).
- Display Refresh (0-16.7ms @60Hz)
- Frame buffer delay (worst case: full frame at 60Hz = 16.7ms).
Total Latency & Acceptable Thresholds
- <20ms → Imperceptible (ideal for VR/AR).
- 20-50ms → Noticeable but tolerable (common in eye-tracked autostereoscopy).
- >50ms → Causes visible lag and discomfort.
Measurement Methods
1. Photodiode + High-Speed Camera (Gold Standard)
- Setup:
- IR LED sync pulse triggers eye-tracking camera.
- Photodiode detects display update.
- High-speed camera (1000+ FPS) records the time difference.
- Pros: Direct, accurate.
- Cons: Expensive, requires lab setup.
2. Embedded Timestamping (Software-Based)
- Method:
- Timestamp eye-tracking frames and display frames.
- Cross-correlate logs to compute latency.
- Pros: No extra hardware.
- Cons: Less precise (OS scheduling delays).
3. Pursuit Eye Motion Test (Perceptual Validation)
- Method:
- User tracks a moving target while system records perceived lag.
- Subjective but useful for real-world validation.
Optimization Techniques
- Eye-Tracking ASICs (e.g., Tobii) → Faster pupil detection.
- FPGA-Based Rendering → Bypass CPU/GPU bottlenecks.
- Predictive Gaze Estimation → Compensate for latency with motion prediction.
- Low-Persistence Displays → Reduce motion blur during fast updates.
Industry Benchmarks
System | Latency (ms) | Technology |
---|---|---|
Varjo XR-4 | ~15 | Eye-tracked DBR |
Looking Glass 8K | ~30 | Light field (no tracking) |
Custom Autostereo (FPGA) | ~25 | Eye-tracked + lenticular |
Conclusion
Reducing glass-to-glass latency is crucial for comfortable, dynamic autostereoscopic 3D. While <20ms is ideal, most systems today operate in the 20-50ms range. Advanced eye-tracking hardware, predictive algorithms, and dedicated rendering pipelines are key to minimizing lag. Future improvements in neural rendering acceleration and low-latency displays (e.g., microLED) may push this closer to imperceptible levels.