My guest today is Wanda Meloni, CEO and Principal Analyst at M2 Advisory. This episode was recorded on January 30th, 2017.
At Sensics, we completed many optical designs for VR over the years, and are busy these days with new ones to accommodate new displays and new sets of requirements. For those thinking about optics, here is a collection of some important parameters to consider, when…
Eye tracking could become a critical sensor in HMDs. In previous posts such as here, here and here we discussed some of the ways that eye trackers could be useful as input devices, as ways to reduce rendering load and more.
If the human eye was a digital camera, it’s “data sheet” would say that it has a of 60 pixels/degree at the fovea (the part of the retina where the visual acuity is highest). This is called eye-limiting resolution. This means that if…
In a previous post, we discussed binocular overlap which increases overall horizontal (and diagonal) field of view. HMD manufacturers sometimes create partially overlapped systems (e.g. overlap less than 100%) to increase the overall…
Image source: Adrian Boeing blog
Foveated rendering is a rendering technique that takes advantage of the fact that that the resolution of the eye is highest in the fovea (the central vision area) and lower in the peripheral areas. As a result, if one can sense the gaze direction (with an eye tracker)…
In the context of virtual reality, time warp is a technique to reduce the apparent latency between head movement and the…
1: Cross section of Fresnel lens 2. Cross section of equivlent conventional lens Image source: Wikipeadia