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I agree with you on all points except one. Arguably the uneven "screen" problem can be solved with a depth camera and warping the projection to match the contou
by TehCorwiz 3y ago
I agree with you on all points except one. Arguably the uneven "screen" problem can be solved with a depth camera and warping the projection to match the contours of your hand. Since they already support hand gestures on the target hand it's possible they already have the equipment built-in to do this.
- yowzadave 3y agoDoes this also require that you track the user's eye position?
- bmicraft 3y agoEyes should stay mostly fixed relative to a pin on your chest, as long as you're looking in the same direction (ie your hand). I think the differences would be small enough, especially since the display seems pretty blurry anyway
- TehCorwiz 3y agoProjection warping should be viewer position independent (within a limited scope), only relying on the position of the projector and the screen. Some home theater projectors which already do this to an extent. And there are some famous public performances where video is projected onto a building and warped to match the contours in such a way as to give a convincing 3d effect (Example: https://www.youtube.com/watch?v=gJ_5sDvAlNY https://www.youtube.com/watch?v=gJ_5sDvAlNY). You can perform this kind of projection warping on a raspberry pi.
- verdverm 3y agoIf you've used VR passthrough, you'll know that the latency will not work out well. You have to capture, analyze, calculate, and project in low, single digit milliseconds, against a moving target from a moving target