Re: Large FOV

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Devrim Erdem (devrim++at++infotron-tr.com)
Mon, 14 Jun 1999 19:12:06 +0300


> Which distortion are you thinking of? Error as viewer moves away from
> the design eyepoint? Different packing of world-space information into
> displayed pixels as you move from the center of projection toward the
> edges? Errors of fog or lighting based on the common "Z-depth" rather
> than correct "radial range" as a function of FOV? Loss of Z-buffer
> resolution as a function of angle or distance from the center of a wide
> FOV display? Light fall-off from a flat screen based on angle of view?

I can not think of the distortions you mentioned since this is my first VR app
using large FOV. A frog in a well says "The sky is as big as the mouth of my well".

AFAIK, I shall expect a distortion when horizontal FOV exceed sth like 60. I was told
in a Vega training that this is because of the difference between a rectangle and
pie slice. The solution was to use 2 channels instead of one. Now I wonder if the
can be guessed correctly to prevent motion sickness or other problems.

Secondly, which one of the distortions you mentioned is most likely to appear ?

Devrim Erdem


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