Helping glasses wearers in software?
Firstly please forgive my ignorance, I am a good programmer but have never really had to work with the rendering / shader end. This was an idea that just flashed through my brain after reading some of the other posts in this section.
If the optical distortion is just a matrix multiplication of two in-world camera objects, would it be possible to compensate for common vision problems purely in software?
I am a glasses wearer, and to sum up what a lot of tests said one of my eyes sees further ahead than the other.
Long and short sightedness where both eyes see further or closer are even more common.
I know there will be ophthalmic specialists screaming "there is much more to it than that!" and I'm sure there is.
But imagine rather than trying to squeeze (and scratch) your glasses under your rift, you simply type the figures from your opticians report into a standard profile setting and the software cameras and distortions compensate accordingly.
Often the biggest leaps forward happen when two unrelated fields cross, so is it time for the programmers to talk to the opticians ?
What do you think ?
If the optical distortion is just a matrix multiplication of two in-world camera objects, would it be possible to compensate for common vision problems purely in software?
I am a glasses wearer, and to sum up what a lot of tests said one of my eyes sees further ahead than the other.
Long and short sightedness where both eyes see further or closer are even more common.
I know there will be ophthalmic specialists screaming "there is much more to it than that!" and I'm sure there is.
But imagine rather than trying to squeeze (and scratch) your glasses under your rift, you simply type the figures from your opticians report into a standard profile setting and the software cameras and distortions compensate accordingly.
Often the biggest leaps forward happen when two unrelated fields cross, so is it time for the programmers to talk to the opticians ?
What do you think ?
