[Ranking] Top 10 Global XR Optical Camera Modules
Time: Sep 26, 2022Views:
As the core component of visual perception in XR, the camera is mainly used in XR devices for motion capture, gesture recognition and other information input. More than 80% of the information humans receive from the outside world comes from visual perception.
Since last year, there has been a lot of speculation about the various features of the Apple XR headset.
Some time ago, famous Apple analyst Ming-Chi Kuo once again confirmed that the Apple XR headset may be equipped with 15 cameras for accurate tracking and collecting data on object features.
Among them, eight cameras will be used to project images into the real world, six cameras for biometrics, and the last one for environmental detection.
Tide Power Intelligence has conducted research and released a list of the top 10 global XR optical camera modules for better XR industry chain profiling, and lists the distribution and functions of XR device cameras.
Environment sensing, motion capture. 4 to 6 IR cameras. Sensing the environment, capturing grip and hand movements. --The most important form of human-computer interaction.
SeeThough. 2 high definition RGB cameras. Capture external images, and the internal display module provides real-time stereo vision, providing a perspective effect.
Expression capture. This application hopes that VR devices can capture the user's facial expressions or even reconstruct the user's face in the metaverse.
According to Tide Power Intelligence data, the total sales of the TOP 10 best-selling AR/VR models worldwide in Q1 2022 was 3.52 million units. This is a 245% increase compared to 2021.
Apple's dynamics in AR/VR have received even more attention than the iPhone. because from the current point of view, Apple will be the only manufacturer that can quickly educate and nurture the AR/VR market. Before its AR/VR products are brought to market, the industry's product form standards are not fully set.
Some analysts point out that "Apple is involved in the competition to ensure the success of the AR/VR hardware market."
But Apple does not necessarily have a monopoly on the AR/VR market. In order to get rid of Apple and Google constraints, from 2015 to now, Meta CEO Zuckerberg's expectations for AR/VR have been adjusted. He said that putting super computing devices into lightweight wearable AR is the most daunting technical challenge of this era.
Regardless, AR/VR will be the new hot spot of the future, and it may arrive much sooner than expected.
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