Convergence
Hi,
I've been reading the Oculus SDK documentation and the following caught my eye :
"Unlike stereo TVs, rendering inside of the Rift does not require off-axis or asymmetric projection."
Looking at the projection matrix formulation (essentially a pre and a post translation transform) it doesn't look much
different to what I'd use for normal 'TV' stereo, e.g. like what is described here :
http://developer.download.nvidia.com/as ... o_Z-SG.pdf
I appreciate that the derivation is different due to the fact that there is a separate, physically translated screen for each eye, rather than a single screen. Is there any more to it than that?
Curiously, there is also no mention of convergence, or focal depth, i.e. the depth at which there is no separation between the left/right images. How is that accounted for?
It will probably all make sense once I get my kit and start experimenting! :)
Thanks,
Vassilis
I've been reading the Oculus SDK documentation and the following caught my eye :
"Unlike stereo TVs, rendering inside of the Rift does not require off-axis or asymmetric projection."
Looking at the projection matrix formulation (essentially a pre and a post translation transform) it doesn't look much
different to what I'd use for normal 'TV' stereo, e.g. like what is described here :
http://developer.download.nvidia.com/as ... o_Z-SG.pdf
I appreciate that the derivation is different due to the fact that there is a separate, physically translated screen for each eye, rather than a single screen. Is there any more to it than that?
Curiously, there is also no mention of convergence, or focal depth, i.e. the depth at which there is no separation between the left/right images. How is that accounted for?
It will probably all make sense once I get my kit and start experimenting! :)
Thanks,
Vassilis
