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Down the VR rabbit hole: Fixing judder

blogs.valvesoftware.com

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Re: Down the VR rabbit hole: Fixing judder

#3
Could these problems also be addressed by using a regular, full persistence display reflected in a moving mirror that tracks the eye as it saccades?

Aside, this stuff is really fascinating, and it's great to see the field of human-computer interaction pushing up against formerly unknown biological phenomena.

Re: Down the VR rabbit hole: Fixing judder

#6
post #3

Could these problems also be addressed by using a regular, full persistence display reflected in a moving mirror that tracks the eye as it saccades? Aside, this stuff is really fascinating, and it's great to see the field of human-computer interaction pushing up against formerly unknown biological phenomena.

This sounds like (the reverse of?) something I saw recently, "Projection Mapping on a Moving Object," demonstrated on a bouncing ball:

http://www.youtube.com/watch?v=ZuSUHuSceYc

The tech's called Lumipen, and they use something called Saccade Mirrors to do it.

Re: Down the VR rabbit hole: Fixing judder

#7
post #3

Could these problems also be addressed by using a regular, full persistence display reflected in a moving mirror that tracks the eye as it saccades? Aside, this stuff is really fascinating, and it's great to see the field of human-computer interaction pushing up against formerly unknown biological phenomena.

Given perfect eye tracking, that could work for the vestibulo-ocular reflex case where the eye counter-rotates to keep the world stable during head rotation, also given that no object is close enough for the parallax from the eye moving in space during head rotstion to be noticable.

It would not fix smooth persuit tracking of a moving object while the head is stationary though, as you could not selectively shift the moving object to match eye rotation while also keeping the background stationary.

Re: Down the VR rabbit hole: Fixing judder

#8
Laser pixels can conceivably deliver low persistence and a multiplied 'frame rate' by splitting each burst of light into, e.g. four fibers, and looping three of them to provide physical delay. So the eye would be hit four times per frame, giving a strobe rate of say 240 hz on a 60 hz display.

Such a display would be made of pure cash, of course. Can't have everything.

Re: Down the VR rabbit hole: Fixing judder

#9
post #3

Could these problems also be addressed by using a regular, full persistence display reflected in a moving mirror that tracks the eye as it saccades? Aside, this stuff is really fascinating, and it's great to see the field of human-computer interaction pushing up against formerly unknown biological phenomena.

Mirrors were my first thought as well, though in a slightly different way; you could have the mirror track the scene instead, counteracting head movement during a single frame's persistence and then snapping back between frames to continue the motion (probably with some display that could provide partial-frame persistence). It seems like this would address VOR, which from my reading of the article sounded like a bigger problem than saccading. A quick googling turned up piezo mirrors [1] with specs that look like they'd be in the right ballpark.

[1] http://www.physikinstrumente.com/en/products/prdetail.php?so...

Re: Down the VR rabbit hole: Fixing judder

#10
I wonder if anyone has ever constructed a real-world replica of a Tron-like grid to see if the visual instability mentioned ~60% down the page isn't caused by being in a very dark environment with very bright lines running across it, rather than an artifact of the display.
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