what a real holosuite actually is (today)
It’s not one magic display. It’s an integrated stack:
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Visual immersion
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Near-eye headsets for now (e.g., retina-class, eye-tracked, low-latency MR/VR) and, later, room-scale light-field/holographic walls.
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Key problems to beat: latency (<20 ms motion-to-photon) and vergence–accommodation conflict (VAC) (the eye focuses at a fixed screen but converges at virtual depths). Apple Vision Pro shows the state of high-end near-eye displays & spatial audio; VAC reduction requires true light-field/holographic displays or varifocal systems. ScienceDirect+4PMC+4ScienceDirect+4
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Group-viewable light-field panels already exist (dozens of views, no glasses) and can tile into walls. lookingglassfactory.com
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Locomotion
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Omnidirectional floors let you walk “anywhere” in a small room; Disney’s HoloTile demoed a multi-user version (research stage). YouTube+1
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Touch / haptics
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Mid-air ultrasound haptics focuses acoustic pressure to your skin (contactless buttons, shapes, gusts). Mature research & products exist; acoustic phased arrays can even levitate/steer tiny objects (“acoustic holograms”). Bruce Drinkwater+4ResearchGate+4support.ultraleap.com+4
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Complement with body-worn haptics/exosleeves for force & weight illusions (commercial gear exists), plus fans/heat/cold for environmental cues.
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Spatial audio
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High-order ambisonics or beamformed arrays + personalized HRTFs for believable distance/elevation; Vision Pro-style audio ray tracing shows state of the art. Apple
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Scent & atmosphere
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Controlled micro-dosing scent emitters; wind, temperature, humidity for presence.
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World capture & rendering
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3D Gaussian Splatting has become the “JPEG moment for spatial computing”: fast, photoreal scene capture & realtime render from videos/phones—ideal for rapidly populating holosuite worlds. (NeRF successor; real-time with high fidelity.) The Verge+3arXiv+3repo-sam.inria.fr+3
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AI actors & simulation
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On-device/edge LLMs + behavior trees for NPCs; physics for objects; safety guardian.
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the core math you’ll actually use
1) display & optics (light-field / holography)
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Light-field sampling (spatio-angular Nyquist): to avoid aliasing, sample spatial pitch and angular pitch so that scene spatial frequency and disparity remain under Nyquist. Practical rule: pixels per degree (PPD) ≥ 60 and views ≥ 32–100 for multi-viewer walls; otherwise VAC & swim occur. (Sampling analyses from diffraction/light-field literature.) MDPI+1
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Holography (Fourier optics): fringe spacing . To steer angle , SLM pixel pitch bounds max angle: .
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VAC mitigation target: provide true focus cues; varifocal: dynamically set focal distance to vergence depth; light-field/holography: render correct wavefront for accommodation at depth . VAC is what makes long sessions uncomfortable. PMC+1
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Latency budget: motion-to-photon (preferably < 12 ms) to avoid motion sickness:
2) locomotion (omni floor)
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Control: closed-loop body tracking yields desired floor velocity keeping user near room center while making world-space motion feel natural. Basic law:
with stability via PID/LQR on user position. (Disney HoloTile proves feasibility.) YouTube
3) mid-air haptics (ultrasound)
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Acoustic radiation pressure at a focal point (simplified):
where is intensity, sound speed, depends on medium/skin. A phased array solves per-transducer phase/amplitude to maximize focal pressure subject to safety. (Ultraleap describes the control-point solver.) support.ultraleap.com
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Levitation / “acoustic holograms”: optimize array phases so the superposed field yields target pressure nodes; Bristol’s work shows single-sided levitation and manipulation. University of Bristol
4) spatial audio
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Ambisonics order sets spatial resolution; channel count . Real-time binaural rendering uses listener pose to rotate the soundfield; time-of-flight & occlusion from geometry yield audio ray tracing.
5) real-time world capture
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3D Gaussian Splatting objective (very high level): fit Gaussian set to minimize photometric error across views while enforcing visibility; rendering is alpha-composited splats sorted by depth. It trains in minutes and renders at 60–200 FPS on a good GPU. arXiv+1
reference architecture (modular holosuite)
Room shell (6–8 m² min):
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Acoustic treatment, blackout, HVAC, power & thermal headroom (~1–2 kW per user for GPUs/displays/actuators).
Sensing:
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Ceiling/floor depth cams + IMUs (inside-out tracking), eye tracking (for foveated rendering), SLAM.
Visual layer (choose path):
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Path A (near-term): high-end MR/VR headsets (e.g., Vision Pro class) for each user + projection surfaces for peripheral ambience. PMC
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Path B (mid-term): tileable light-field panels (e.g., Looking Glass-style) for group no-glasses 3D; add smaller near-eye for close-up tasks. lookingglassfactory.com
Locomotion:
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Omni floor (HoloTile-like) with center-hold control; fall-prevention & emergency stop. YouTube
Haptics:
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Ultrasound arrays at waist/desk height + ceiling for touch cues; wearable vibro/force bands for sustained forces. ResearchGate
Audio & atmosphere:
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Beamformed speaker arrays + sub; scent/wind/heat modules.
Compute:
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Multi-GPU server (path tracing + Gaussian splats), <12 ms pipeline; real-time physics & AI agents.
Content:
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Library of Gaussian-splat scenes; photogrammetry; procedural worlds; AI-driven NPCs. arXiv+1
build it in phases (pragmatic roadmap)
Phase 1 — Foundational “room-VR lab” (1–2 months)
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Headsets + tracking; spatial audio; fan/heat modules; <20 ms motion-to-photon target. Capture a few spaces with 3D Gaussian Splatting to experience instant photoreal worlds. arXiv+1
Phase 2 — Atmosphere & haptics (2–4 months)
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Add mid-air ultrasound haptics unit for touchable mid-air buttons/textures; integrate with engine events. support.ultraleap.com
Phase 3 — Locomotion (research/procurement)
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Integrate an omnidirectional floor (or a lower-cost treadmill proxy) with safety rails & E-stop; tune controller to keep user centered while world motion feels natural. (Study HoloTile principles & demos.) YouTube
Phase 4 — Group view walls (pilot)
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Install light-field panels for “helmet-off” scenes and spectators; sync with headset users so everyone shares one world. lookingglassfactory.com
Phase 5 — Reduce VAC / increase comfort (ongoing)
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Experiment with varifocal optics or near-eye holography research techniques to lessen VAC symptoms for long sessions. ScienceDirect+1
Phase 6 — Content pipeline
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Standardize capture via phone rigs or drones → Gaussian splats (minutes to train) → live in holosuite; mix with physically-based rendering & AI NPCs. arXiv+1
Safety & policy
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Enforce exposure limits (lasers/IR, ultrasound SPL, scent allergens), fall protection, emergency lighting, and accessibility.
performance targets (rules of thumb)
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Visual: PPD ≥ 35 (min), aim 60+; FOV ≥ 100°; MTP latency ≤ 20 ms; effective multi-view count ≥ 50 for walls.
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Audio: localization error < 5°; RT60 < 300 ms (treated room).
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Haptics: focal refresh ≥ 200 Hz; safe skin exposure; perceptible pressure peaks ~100–300 mN on fingertips (device-specific). ResearchGate
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Locomotion: center error < 0.5 m; braking < 300 ms; fall-probability minimized via predictive control.
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Render: 90–120 FPS per user eye; Gaussian-splat scenes 100–200 FPS on modern GPUs. arXiv
how it “feels” together
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Your eyes see correct parallax, occlusions, and (in time) focus cues.
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Your ears hear sound rays bounce realistically from virtual geometry.
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Your skin feels air, heat, and mid-air tactile points.
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Your feet keep walking “through” worlds while staying in one room.
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Your brain gets the right multisensory correlations at low latency—this is presence.
good research threads to follow
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Mid-air ultrasound haptics (surveys & tech notes). ResearchGate+1
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Acoustic levitation & “acoustic holograms.” University of Bristol+1
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VAC: why VR makes some people ill & how light-fields help. PMC+1
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Light-field/holographic sampling & diffraction constraints. MDPI+1
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Vision Pro specs & spatial audio cues (today’s high end). Apple
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Omnidirectional floors (Disney HoloTile demos). YouTube
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Gaussian splatting for instant 3D worlds. arXiv+2repo-sam.inria.fr+2
bottom line
A holosuite isn’t a single breakthrough; it’s an orchestra of displays, acoustics, haptics, locomotion, capture, and AI—played with ruthless attention to latency, focus cues, and multisensory alignment. Nearly every subsystem is here now in some form; stitching them into a safe, reliable, multi-user room is the engineering art.
If you want, I can package this into a neat project brief (with a bill-of-materials per phase) or a pitch deck for funding a holosuite pilot.