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Lecture 25: Virtual & Augmented Reality (23)
RichardChen9

How different is a VR 360 FOV from a windowed 360 FOV where you can look around with a mouse?

E-BAO

I guess the term "360-degree" means views in every direction, which is not applicable for a windowed FOV.

moridin22

I think the main differences are that in VR you look around by turning your head rather than moving the mouse, and with VR you have a head-mounted display rather than a traditional 2D panel.

Pinbat

Though you are able to look around to get 360 FoV, the actual FoV you'll experience at any static view at any time is about 110 degrees horizontal and a little bit more vertical for both the Rift and Vive, compared to the ~210 humans can have.

serser11

Our actual FOV is 114 degrees. Binocular vision covers 114 degrees horizontally of the visual field in humans; the remaining peripheral 40 degrees on each side have no binocular vision because only one eye can see those parts of the visual field

serser11

The visual field of the human eye spans approximately 120 degrees of arc. However, most of that arc is peripheral vision.

serser11

In computer games and modern game consoles the FOV normally increases with a wider aspect ratio of the rendering resolution.

serser11

One eye captures a roughly circular area. Because we have two overlapping fields of vision for depth perception, between our two eyes we capture a roughly elliptical shape

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