you have a screen put over every pixel and shape the screen to take the light from the pixel and fill in the spaces visible between the pixels that make sde.
how you do this is using 4 things.
- measuring in tenths, you have a tube, the tube measuring 1 to 2. at 1 is the pixel, at 2 is the glass covering the total area of the end of the tube, in-between 1 and 2 measuring in tenths is the tube.
in-between the pixel and the tube at 1 on the tube is two lenses.
- the lens math for the double convex and double concave lens is, the light leaving the lens is equal to the shape of the light entering the lens, but inverted.
- double convex to magnify the light from the pixel, which removes the light scatter.
- a double concave lens, to take the focused collected light and make it all one color again and not focused.
now the screen is magnified which acts like the vr lens, but without the Fresnel lens.
- send the light from the pixel to the double convex lens,
- then from the double convex lens send the light to the double concave lens,
- then from the double concave lens send the light to the tube.
the tubes walls are painted white to reflect the light from the pixel.
the top and bottom of the tube is not painted white for the pixel light to be able to enter and leave the tube.
the tube is larger at the 2 mark then it is at the 1 mark, at 2 the pixels on the display are nested together removing all sde.
to hold the tube in place, you have a mesh at at least two places in-between 1 and 2 on the tube and the tube being different sizes alone the length of the tube slots into the mesh.
on the bottom of the tube, the lenses can be stored in a separate tube, the container is fixed to the mesh.
you take the same principle for the pixel and use it for the entire display screen, all the pixels are covered by the 1 double convex lens, 1 double concave lens, and the tube is where the new idea is.
the tube has the white on the tube change from black to white, and the tenths on the tube have hundredths joining each tenth.
it might be in practice using hundredths is too much but its good to explain the idea.
starting from 1 you have a single hundredth mark. you light up the section on the tube white on the entire perimeter of the tube at that first hundredth mark.
the rest of the tube is black.
then keep that hundredth at 1 lit up and go to the next hundredth and light that hundredth up.
the rest of the tube is still black.
repeat this for every single hundredth in order from 1 to 2 to light up the entire tube.
now none of the tube is black.
ok now you can light up the tube, you go to the next step and add in panels of glass inside the tube, this panel of glass will capture the light from the displays pixels at that spot on the tube.
the entire area of the glass panel is lit up at that hundredth marker on the tube so the light from the panel reflects the light from the display on the lit up glass panel.
this can be so at 1 there is a glass panel, the light at the first hundredth lights up the glass panel and the picture is seen at that paint in the tube.
the person sees the display from 2 on the tube so the display at 1 shows the picture to be deep inside the tube.
the glass panel is lit up by both the light at that hundredth going into the glass perimeter, and second by the light in the tube in-between the glass in the tube and the double concave lens.
so if you want no light on the first glass panel at 1 in the tube you turn off the lights in-between 1 and the glass panel and at the glass panel and turn on the light for every hundredth after that up to and at the next glass panel,.
then coat the glass panel on the 1 side facing the lit hundredths with a anti-reflective coat, so the glass panel not lit up isnt seen reflecting light when it shouldn't.
then you have the display show a 3d image at a high frame rate and the picture matches a section of the tube, the frame rate is high enough the person sees the tube as one image but in volumetric 3d. with no sde.