Oculus Rift has done a very good visual experience. Oculus has spent a long time upgrading the hardware to the current level. It is difficult to deceive human eyes and brain visually. We started from birth. Live in the 3D world, so it's easy to tell where a simulated 3D environment isn't right. This leads to symptoms such as dizziness, nausea, and so on, even if you no longer want to play VR. Part of the reason that caused the VR road to be so difficult is that although we are only a few centimeters from the VR screen, we try to convince our eyes that the scenery in the screen is far away from us.
The current generation of VR display devices use many different ways to artificially generate images with depth information on a flat screen. But there is an important technology that is overlooked. This technology allows the VR image to look very natural and comfortable. It is a 4-dimensional light field that allows a light field camera like the Lytro to reproduce the light field information almost realistically. Depth information images, so as to better alleviate the "motion sickness" problem.
Take a look at traditional VR display devices, such as Rift, and use the following factors to create images with depth information:
Binocular disparity
Your left and right eyes see different scenes, respectively. When your brain processes these two images, dual-purpose parallax will give you depth information about the scene.
Dynamic parallax
When you shake your head from side to side, the scenery near you will move more quickly than the scenery away from you, so VR displays can use this feature to add depth information.
Binocular occlusion
A scene is in front of the scene, so it will obstruct other scenes behind it. This creates a natural arrangement of scenery according to the distance. Therefore, if some occlusion information enters both eyes simultaneously, the brain will generate corresponding depth information.
Visual convergence
When your glasses look at an object, the closer the object is to you, the more the eye will flip (converge) inward to ensure that it is in the center of the field of view; objects far away from you will be flipped out of the eye ( Divergent) until infinity. The amount of flipping allows the brain to calculate depth information for the scene.
In order to make better use of the above features, most VR displays display separate images for each eye. If these images are adjusted and displayed in synchronization with the motion of the head, visual depth information that the human eye can bear can be created.
However, even if you deceive the brain and create images with deep information as described above, your brain will still find something wrong. Visual convergence is closely related to another depth factor: focus adjustment. When you focus on the near scene, the convergence of the lens is adjusted; when you focus on the distant scene, the divergence of the lens is adjusted. Most VR head shots don't take focus adjustment into account, causing all the images to stay in a focused state, but your lens will continue to gather with the stereo image.
Your brain is extremely repugnant to this situation. This so-called "visual convergence adjustment conflict" can lead to a series of symptoms such as visual fatigue, ghosting, headaches, and nausea. The most serious is that this may also lead to children's visual development. Systematic lesions.
At this time, there is a way to solve these problems: 4-dimensional light field technology.
What is a light field?
In simple terms, a light field is a parametric representation of a four-dimensional optical radiation field that contains both "position" and "direction" in space, and is the sum of all the light's radiation functions in space. Its two main application directions are "light field shooting" and "light field display." The first one needs to record all the information of the entire space, and the second one is to completely reproduce the information. In layman's terms, it is to obtain real information of the entire space environment at any angle and any position in the space. The image information obtained by the light field is more comprehensive and of better quality.
What is a 4-dimensional light field?
The “position+direction†information of a beam of light in space needs 5 dimensions to determine the coordinates—the position needs “X, Y, Z†three dimensions (the points in the three-dimensional coordinate system), and the direction needs “θ, φ" Two dimensions (in the three-dimensional coordinate system, θ is the angle between the projection of a line formed by a certain point and the origin in the XY plane and the X axis, and φ is the projection of the line formed by a certain point and the origin in the XZ plane and Z The angle of the shaft). In the calculation, every one dimension will greatly increase the amount of calculation, so we must reduce the dimension as much as possible, so we use a simple model that uses the intersection of a certain ray and the two planes it passes through to represent this The position and direction of the light, assuming that the coordinates of the two intersections in their respective planes are (u,v) and (x,y), then the coordinates of this light are (u,v,x,y), The 5D is reduced to 4D.
In order to understand what is a 4-dimensional light field and how it works, we can talk about its practical application, namely a 4-dimensional light field camera, or simply a "light field camera." Lytro is one of the best among the light field camera brands. For the explanation of the Lytro camera principle, there is an interesting metaphor: it is like putting together a large cluster of mini cameras while capturing light information from multiple perspectives of a scene. After capturing each beam's direction information, a series of mathematical methods is used to reconstruct a digital light field, restoring a light field that is close to the real world.
Now you can use the light field camera to capture images from various angles, and output the light field information from the VR head output, which can effectively alleviate the problems of “optical convergence adjustment conflict†and “motion sickness†and so on. However, it is only "relief" rather than "solution." The light field technology is still in its infancy, and it is still not mature enough in every aspect. From "catch" to "display," there are still too many problems to solve and there is still a long way to go.
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