Relative illumination in the context of optical design is the phenomena of image roll-off (e.g. reduction) towards the edge of an eyepiece. This manifests in an image that is brighter at the center of eyepiece relative to the edge of the eyepiece. Relative illumination is usually shown in a graph such as the one below […]
At Sensics, we completed many optical designs for VR over the years, and are busy these days with new ones to accommodate new displays and new sets of requirements. For those thinking about optics, here is a collection of some important parameters to consider, when focusing in optical systems for VR. Field of View: typically measured […]
Eye tracking could become a critical sensor in HMDs. In previous posts such as here, here and here we discussed some of the ways that eye trackers could be useful as input devices, as ways to reduce rendering load and more. But how are eye trackers installed inside an HMD? An appropriate placement of the eye tracking […]
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In a previous post, we discussed binocular overlap which increases overall horizontal (and diagonal) field of view. HMD manufacturers sometimes create partially overlapped systems (e.g. overlap less than 100%) to increase the overall horizontal field of view. For example, imagine an eyepiece that provides a 90 degree horizontal field of view that subtends from 45° to […]
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