3 ms·
> Have a camera facing the eye that can tell what the person is focusing on. Sorry I was a bit terse, but that's what I meant by "detected focus." > You then
by shasta 16y ago
> Have a camera facing the eye that can tell what the person is focusing on.
Sorry I was a bit terse, but that's what I meant by "detected focus."
> You then build software that blurs the image outside of their focal plane.
That's not it exactly. The problem you're trying to solve is that, when the viewer is focused at one depth but is viewing a flat image at another depth, it will already appear blurry to him. You can't fix that with extra blurring. The fix is to distort the original image, much like corrective lenses.
And BTW, I suspect that you can't perform this correction for even a single viewer in the audience unless you're tracking his location and orientation.
- j-g-faustus 16y agoSkip the screen and go with VR glasses? Then the projectors are at a fixed distance from the eyes, and you can (in theory) go wild applying individual corrections for everyone, up to and including correcting for individual focus.
- Retric 16y agoYou missed one of the steps "Have an adaptive lense in the glasses to vary rapidly change the focal plane" AKA their eyes focus on 50', and the screen is at 100’. But the glasses change that to 100' and the software shows a clear images for 50' with the correct amount of blur for stuff outside of that range. You still need to double the frame rate etc for the 3d effect, but you can alter things so brain is less confused. The idea is without the bluring the full immage is in focus regardless of what the users eye tryes to focus on 5' or 500' the screen is still in focus. This would work ok, but by bluring part of the immage you get an even closer simulation of the real world. Edit: http://en.wikipedia.org/wiki/Adjustable-focus_eyeglasses http://en.wikipedia.org/wiki/Adjustable-focus_eyeglasses
- shasta 16y agoSo I did!