Lecture 23: Virtual Reality (88)
wilrothman

It is my understanding that VR technology corrects for chromatic aberration (when a lens scatters different colors of light differently due to differences in wavelength), but this brings up more questions for me. For starters, how does the computer transform the render as normal with the frame buffer and everything for an image suitable for correcting chromatic aberration. Is this a software or a hardware solution, or both? Is there some sort of formula? I also wonder if this corrects for the chromatic aberration that occurs due to the lens in the VR eyepiece or that which happens in the user's eye, and if both, how are both corrected simultaneously? This is really interesting to me and I'd like to know more.

saif-m17

How does this process affect what we discussed earlier about having low enough latency to trick the brain into thinking what it's seeing is real, given we now sort of have to render things twice? Is there a way to combine the steps to make the process quicker?

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