[[caption-width-right:284:As used by an AcePilot.]]

Originally a military technology, a Heads-Up Display is a device which projects supplemental information onto the surface reflection of a transparent panel. This allows the user to view the projection, or view objects beyond the panel without moving his head. The system is a compromise between limiting the user's field of view and forcing him to look away from his primary display to view additional information. Fighter jets use these systems to show targeting information. Systems using this technology are sometimes called "AugmentedReality".

In the real world, most uses of this technology remain military, though some car manufacturers use these displays to show dashboard indicators. They're also becoming increasingly common on airliners and other civilian aircraft as well.

Though very different technologically, the term is frequently used in the context of video games to describe a style of user interface where supplemental data is overlaid directly onto the MainWindow rather than being separated into a different display panel. This allows the MainWindow to occupy the entire viewport of the game. The name probably originated with the fact that the earliest uses of this design were in flight simulators, where an actual HUD was being emulated. A video game HUD may be [[DiegeticInterface diegetic]], meaning that it is actually part of the in-game world and visibile to the character (more common in sci-fi), or just for the player's benefit.
A real-world HUD must under no circumstances interfere with the operator's view beyond the panel. In videogames this constraint is relaxed somewhat, since you can hardly display information outside of the monitor or TV screen (unless a [[NintendoDS second screen]] counts...).

If it's the first person view of a robot, or otherwise mechanical being, then you're looking at RoboCam. When it's actually part of the game environment, it's a DiegeticInterface.

You will be shocked to learn that HUD has nothing to do with the PaulNewman movie of the same name, which is about a ranching family. The United States' [[http://en.wikipedia.org/wiki/Housing_and_Urban_Development Department of Housing and Urban Development]] is ''right out''.
!!Noteworthy Examples


[[folder: Anime and Manga]]
* In ''CodeGeass'', the [[http://codegeass.wikia.com/wiki/Factsphere_Sensor Factsphere Sensor]] (which is essentially an advanced thermo-camera) works this way, providing extra information to the pilot's cockpit screens. A miniaturized version is used by Britannian soldiers in their helmets (as seen with Suzaku's helmet display in episode 1), and is compared to a HUD in the wiki article.
* Scouters in ''Anime/DragonBallZ''.

* Starting with the "Mark II" armor, the suits built and worn by Tony Stark in all the three ''Film/IronMan'' films and ''Film/TheAvengers''. There are both POV shots of it and shots inside the helmet where it's projected in front of Tony. It starts to flicker and fail when he takes damage. It completely disappears when faced with the icing problem in the first film and when it's travels into space in ''The Avengers''.
* In ''Film/TheLivingDaylights'', Film/JamesBond's WeaponizedCar has these for aiming its missiles.
* ''Film/MissionImpossibleGhostProtocol''. The concept car driven by the IMF team has a road map displayed on the windscreen as they race to stop TheEndOfTheWorldAsWeKnowIt, and even warns of pedestrians crossing the road.
* In ''Film/StarTrekIntoDarkness'', [[TheCaptain Kirk]] and [[BigBad Khan]] space-jump in suits with [=HUDs=] to guide them--until Kirk's helmet gets hit by a rock and the display fails.

[[folder:Video Games]]
* Most [[SimulationGame combat flight simulators]] will naturally at least try to emulate a real-life military-style HUD.
** The ''AceCombat'' series models [=HUDs=] for military fighter planes on the actual fighter planes. However, the ability overreaches, as the player is able to see targeting boxes around enemy targets at any point in the cockpit, not just through the HUD. This include third person perspectives.
** In ''Over G Fighters'', the [=HUD=] may be toggled (as a view mode) between ''Ace Combat'' style and a realistic HUD where all of the information ''is'' displayed on the transparent panel.
* Just about any game with PoweredArmor will have a [[DiegeticInterface diegetic]] HUD [[JustifiedTrope justified]] by being overlaid on a helmet visor. Following examples include:
** ''Franchise/{{Halo}}''. Especially notable in that from ''VideoGame/{{Halo 3}}'' onward, the HUD loses its curvature when the camera goes third-person.
** ''VideoGame/MetroidPrime'''s display is meant to be the HUD inside Samus's helmet. This is reinforced by the fact that the edges of the helmet's visor are visible around the borders of the screen, water or steam occasionally accumulates on the display, and certain flashes of light can actually cause the player character's reflection to become momentarily visible in the screen, making Samus one of the few FPS heroes to have reaction shots. ''VideoGame/MetroidPrime2Echoes'' even includes an enemy that can crash Samus's computer systems, causing screen updates to become jerky, random letters to scroll up the screen, and weapons to be disabled until you "reboot" with a button command.
*** ''VideoGame/MetroidPrime3Corruption'' also has occasions where the visor can become distorted, which can either be temporary or is solved by switching to a different visor mode. And some enemies can latch onto Samus's helmet, obscuring her view.
*** The helmet even has a slight delay before turning with the player to simulate being a distinct object from the player's head. Apparently this causes motion sickness for some players; you can disable the effect by toggling the "HUD Lag" option in the menu.
** In ''VideoGame/{{Crysis}}'', the player's entire view is apparently electronic, and is distorted by close proximity to aliens or a near miss with a gauss rifle. The HUD itself has a loading screen that is shown when the suit is activated. It can also be disabled by a disruption grenade in multiplayer, removing all of its functionality.
** ''VideoGame/AzraelsTear'' also outfits the PlayerCharacter with a nifty suit of PoweredArmor, and the HUD will even visibly list off its attempts to resuscitate its wearer in the event of death.
** ''VideoGame/StarWarsRepublicCommando'' also has the HUD as the electronic display inside the player's helmet. EMP grenades can disrupt this or cover the screen with noise. Most awesomely, the front of the helmet has some sort of energy ''windshield wiper'' that cleans your HUD of obstructions - usually splattered blood from an enemy after a punch-dagger to the face. It's also probably one of the only HUDs where you can actually see the inside of your helmet.
*** Another ''Star Wars'' example is in ''Literature/LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet. Unsurprisingly, she's the one responsible for those awesome guys from Republic Commando being more than just one-off characters.
** ''Franchise/DeadSpace'' is an unusual third-person example with no HUD at all. The health meter is represented by the lights along the back of the character's suit, remaining ammo in a gun is shown through a display on the gun itself, and the inventory display is actually projected by the character's suit, with the protagonist looking at the various item boxes and physically pointing to the item he wants to use. The point of the latter is debatable, since the items are kept in HammerSpace.
* The computer games in the ''VideoGame/CommandAndConquer'' series are supposed to take place on a computer controlled by a remote commander. Allies, hero units, fellow commanders, and enemies will often contact the player by video and be displayed to a portion of the screen (often the area containing the map - which is only available when the radar is working.)
* In the remade ''VideoGame/{{Battlezone|1998}}'' games, which have more in common with ''Command & Conquer'' than the old vector-graphics ''Battlezone'', all commands and build orders are given through HUD sidebars, much as using pre-made text/voice responses in modern-day {{FPS}}es like ''VideoGame/UnrealTournament''. They ARE a little more action-y than the standard RTS hybrid, so this is to be expected. (though you can give orders you are also fighting on the field, and randomly snagging enemy craft when the mood hits you.)
* ''AbsoluteZero'' had an interesting justification in its [[AllThereInTheManual fluff]] for the HUD, and even for the 1st-person cockpit graphics. Instead of actually having windows or internal displays, the pilot cabins and such in all of the vehicles are windowless and featureless. Instead of windows, the pilot wears a VR helmet, which is fed by cameras and other sensors to make a composite of the world outside the vehicle. To keep the pilot from being disoriented, a virtual cockpit with windows and instruments is inserted into the augmented reality.
* ''VideoGame/DeusExInvisibleWar'' had a somewhat eyeball-shaped elliptical HUD, so that it would seem more like it was [[DiegeticInterface projected over the agent's vision.]] Due to clunky design, the gimmick went over poorly with players of [[VideoGame/DeusEx the last game.]]
** ''VideoGame/DeusExHumanRevolution'' does away with the elliptical shape, but is still very much [[DiegeticInterface diegetic]] as one of the protagonist's numerous augmentations. The HUD even flickers at first until you get Pritchard to fix it.
* All of the ''MechWarrior'' games had a hud of some form to display information regarding aspects of your 'mech and enemy units.
* ''{{Echelon}}''[='s=] HUD would partially disappear when entering enemy disabling fields.
* ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]''[='s=] interface would flicker in response to supernatural happenings.
** In ''[[VideoGame/FirstEncounterAssaultRecon FEAR 2]]'', the HUD is part of the players combat eye wear and vanishes when they are removed.
* The ''NavalOps'' series uses a HUD that covers most of the screen. Most of it is a radar that shows enemies close to you; the rest indicates things like speed and heading and whether anything is horribly wrong with your ship (like a torpedo taking out your rudder). It can be a little hard to read if the enemy spams missiles or torpedoes.
* In ''[[VideoGame/MarvelVsCapcom3 Marvel Vs. Capcom 3]]'', the HUD is [[BreakingTheFourthWall used as an offensive weapon]] by {{Deadpool}}, [[NoFourthwall naturally]].
* ''VideoGame/DragonBallZBudokai'' games use Scouter screens to display lifebars and other character information.

[[folder:Western Animation]]
* In the new rebooted. ''WesternAnimation/MaxSteel2013'' series, Max Steel, who is now Maxwell Macgrath and the Ultralink Steel, has this same feature in his helmet which offers information about their oponents, the suit, icons of incoming calls and just because they could get away with it, they show Max's head while inside the helemet in the same fashion as Iron Man.
* Valerie from ''WesternAnimation/DannyPhantom'' also had this same featuere in her original pink battle suit's mask which allowed to to track Danny and other ghosts.
** Skulker's digital binoculars seemed to have this same HUD function.
* After ''WesternAnimation/KimPossible's'' mission outfit got ruined in "Clothes Minded", she tried a series of replacements, including a spacesuit-like contraption built by her dad. Unfortunately, when he installed the heads-up display Kimmunicator in the faceplate, he overlooked that "must under no circumstances interfere with the operator's view beyond the panel" thing. Even more unfortunately, Wade called while [[KindaBusyHere Kim was in the middle of fighting Shego]].

[[folder:Real life]]
* The HUD might be [[OlderThanTheyThink older than most people think]], as early examples were used before WorldWarII with reflex sights for aircraft fighters. Gyro gunsights, which move the reticule in relation to the plane's movements, were around by 1939. Currently, the more advanced [=HUDs=] are usually helmet mounted, and some have head tracking so that other information may be seen.
** The [[CoolPlane F-35]] is interesting in that its HUD is capable of seeing in different directions other than straight ahead via the helmet. It also includes the ability to shoot off-boresight in directions other than straight ahead, decreasing the need to maneuver in a dogfight.
** Various military-grade deployable [=UGV=]s use these.
* A number of Apple applications (the most common being Xcode and iMovie) use [=HUDs=] in lieu of right-click popup menus for certain functions. Implementing them in non-Apple apps, however, is a somewhat ad hoc process...
* Google Glass is one of the few resurgences in heads up display technology for the masses. Such technology has been around for over a decade (there's an entry on the Guinness Book of World Records in 1999 that makes mention of a small computer with a HUD).
* Modern teleprompters project a speech into the speechmaker's eyes. During a speech by the president of the USA or similar official, an angled piece of clear plastic is seen near them, that is for the teleprompter.
* Some high-end luxury cars have a heads up display that shows information that would appear on the normal dashboard, in addition to the dashboard.
** GPS units function sort of as a HUD for navigation, assuming they're windshield or dashboard mounted.