Lecture 23: Virtual Reality (79)
kalebdawit

It seems that the eventual goal of VR experiences is not just immersion, but indistinguishable visual parity with natural sight. Foveated rendering is key here because it makes such high resolutions feasible with current hardware. I find this solution very interesting because it solves an engineering problem with the biological solution that our own eyes use to perceive the world.

myxamediyar

I agree with kalebdawit. I think it is indeed fascinating that a lot of technologies in various fields of CS are modeled after the way that humans perform a similar task. I guess in VR it is especially prevalent because it is trying to emulate a human sense.

muuncakez

The fov diagram on the right makes me feel like my peripheral should be experiencing some stretch sorta like how taking a photo at 0.5 zoom stretches the edges of photos. and the few times I have used a vr headset, often the fov follows suit with what 0.5 photos look like. but when i look through my peripheral while still looking forward, things do not look stretched. is that the same for everyone? would including a slight stretch on the edge on the vr video add or take away from the vr experience being more realistic?

jasonTelanoff

I noticed the same as muuncakez, my peripheral vision doesn't look stretched. It could be that our eyes use some clever way to reduce the stretch, or, more likely, out brain compensates and lies to us. It's truly amazing how much our brain filters our vision before our consciousness gets ahold of it.

jonnypei

What is the degree range of a human's "focused" FOV? For example, I can really notice stuff in my peripherals but when looking at a computer screen I can see maybe like half of it relatively well.

Similarly, what does it mean for eyes to only percept detail in 5 degree region? That seems really small.

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