2 ms·
Perspective projection is the problem. Make the following experiment yourself: Stand in front of a tall building/chimney. Now look at the base of the building.
by bitL 10y ago
Perspective projection is the problem. Make the following experiment yourself:
Stand in front of a tall building/chimney. Now look at the base of the building. Slowly raise your eyes to go from the bottom to the top. You perceive dimensions of the building as the same all the time.
Now do the same on camera. You notice the building changes its dimensions as you raise the view.
This effect will make you feel sick when you have it right next to your eyes. Brain simply does much more for our perception to work.
- WalterSear 10y agoThat's just because the camera and your eye's focal range differ. It's trivial to fix.
- bitL 10y agoNot really. Even if you take FOV 60 degress, the artifacts are still there. It's simply a matter of projection based on similar triangles on a plane. Retina is curved, eyes are also micro-moving all the time amongst other things to estimate depth. Perspective projection is the elephant in the room of CG/VR, there were multiple PhDs on how to perceptually correct this but everybody stays with simple affine matrix because it is convenient and 1/z is linear for quick depth comparison. Remember Wolfenstein 3D? Raycasting there didn't deform dimensions of objects. Doom however deforms them. Just start W3D in front of a wall and look left-right. Wall's dimensions don't change. Now do the same in Doom. Vertigo!
- WalterSear 10y agoI stand corrected :)
- jobigoud 10y agoSolution: capture the light field of the scene using a renderer with a thin-lens camera model and then reconstruct the correct rays to display in the headset in real time. Oh, wait, we already have the software to do it, while I'm again convinced the military units and projects discussed in OP don't.