Frame violations, depth budgets and floating windows
Frame violations
http://www.pikespeakphoto.com/grid.html
Depth budgets
http://www.binocularity.org/page21.php
Floating windows
http://www.lightillusion.com/stereo_3d_floatingwindow.html
I have been thinking about these topics in relation to stereoscopy in the Oculus Rift.
If your fov in a HMD is wide enough then the frame is out of sight and frame violations dont happen.
So presumably your depth budget is much increased. But in the Rift the frame edges are generally
visible but in the extreme periphery of your view so there can be frame violations but in my experience you seem able to ignore them mostly and you do have a much greater depth budget (in terms at least of things being forward of the frame) than with most 3d display technologies. If you are looking a frame within the frame ie. for example a stereo image pair in the middle of the view with black all around then the conventional limitations on depth budget apply more and tricks like floating windows might be applicable.
I have been shooting some 3d videos for the Rift with a twin vertical Gopro Hero2 rig and this particularly has prompted these musings. Eg. in this video http://www.youtube.com/watch?v=T8bESSpyQa4&hd=1
the frame depth is about 1.5m and there is lots of stuff coming forward of the frame but it looks ok to me.
(I write about the rig at the start of this thread on mtbs3d
http://www.mtbs3d.com/phpBB/viewtopic.php?f=138&t=18015 )
Generally the low res, ultrawide, immersive character of the Rift stereo experience seems much more forgiving of alignment, frame violations, retinal rivalry issues etc than most 3d display technologies.
http://www.pikespeakphoto.com/grid.html
Depth budgets
http://www.binocularity.org/page21.php
Floating windows
http://www.lightillusion.com/stereo_3d_floatingwindow.html
I have been thinking about these topics in relation to stereoscopy in the Oculus Rift.
If your fov in a HMD is wide enough then the frame is out of sight and frame violations dont happen.
So presumably your depth budget is much increased. But in the Rift the frame edges are generally
visible but in the extreme periphery of your view so there can be frame violations but in my experience you seem able to ignore them mostly and you do have a much greater depth budget (in terms at least of things being forward of the frame) than with most 3d display technologies. If you are looking a frame within the frame ie. for example a stereo image pair in the middle of the view with black all around then the conventional limitations on depth budget apply more and tricks like floating windows might be applicable.
I have been shooting some 3d videos for the Rift with a twin vertical Gopro Hero2 rig and this particularly has prompted these musings. Eg. in this video http://www.youtube.com/watch?v=T8bESSpyQa4&hd=1
the frame depth is about 1.5m and there is lots of stuff coming forward of the frame but it looks ok to me.
(I write about the rig at the start of this thread on mtbs3d
http://www.mtbs3d.com/phpBB/viewtopic.php?f=138&t=18015 )
Generally the low res, ultrawide, immersive character of the Rift stereo experience seems much more forgiving of alignment, frame violations, retinal rivalry issues etc than most 3d display technologies.
