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Better positioning of camera windows (Pupillary distance)
Better positioning of camera windows (Pupillary distance)
by Sephiroth on Mar 28th, 2014 13:50 PM
I think someone else mentioned that the normal pupillary distance is around 6cm so even with a 5" screen our eyes won't be centered on the display when looking to infinity.
The standard configuration of the Dive plugin has the camera windows occupying 50% of the screen on each side. This doesn't appear to be neccessary. When the lenses are positioned comfortably you do not see the center section of the screen where the two windows join.
The window sizes can be reduced to 47% (or there abouts) and the right hand screen moved to 53% from the left. This will leave a black bar down the center of the screen, but the center position of each window is closer to the comfortable infinity position of the eyes which improves the immersion without reducing field of view. It is also 6% less pixels the phone has to render so there is a mild performance gain.
Here's a screenshot from a game which has dropped the window size to 46%, but that feels a little too much. 47% seems fine. I've tried it on both a 4.3" screen and 5" screen and on both sizes it feels better than full 50% windows.Sephiroth
Posts: 45
Joined: 17.03.2014
Re: Better positioning of camera windows (Pupillary distance
by mduffor on Mar 28th, 2014 21:22 PM
On Oliver Kreylos' blog, he gives a very good discussion of the relationship between the goggle geometry, lenses, screen, and viewer, and how they all relate to how the view frustum for each eye needs to be calculated. Check it out here: http://doc-ok.org/?p=756
If VR is to be supported on multiple devices, these calculations will need to be abstracted out into a library for all 3D games to use, rather than relying on each individual VR device maker's SDK. This is especially relevant to Open Dive where a variety of different lenses, screens, and viewer geometry are being used. That way you can take any game, go into its settings, and fill out the values that match your device and your face, or at the very least choose from a common set of dropdown configurations that cover all of the commercial devices (Oculus, Dive, GameFace, etc.)
This would handle the situation you point out where the pupillary (or lens) separation distance needs to sync up with the size of the display without the need for leaving a black bar of unused pixels in the center.
Cheers,
MDufformduffor
Posts: 2
Joined: 26.03.2014
Re: Better positioning of camera windows (Pupillary distance
by Sephiroth on Mar 28th, 2014 21:29 PM
The black bar isn't a problem. True, this is only to adjust the center point of the screen so it would be fine if those pixels were to be put into use but the area that is black (for me anyway) is a blind spot with the dive when the lenses are positioned comfortably.
Doing a bit of math, the center point is only 3 degrees off with a 5 inch screen and 6cm pupillary distance, but this small adjustment makes a noticable difference, not just with the perception of infinity, but close up objects appear to be more "there" as well.Sephiroth
Posts: 45
Joined: 17.03.2014
Re: Better positioning of camera windows (Pupillary distance
by Stefan on Mar 30th, 2014 00:32 AM
we plan to support adjusting IPD via the Dive Launcher and providing the ability to have the same adjustment in all Applications using the Dive Plugin.
Stefan
Posts: 129
Joined: 30.06.2013
Re: Better positioning of camera windows (Pupillary distance
by visualizer on May 30th, 2014 00:02 AM
"mduffor" wrote:
On Oliver Kreylos' blog, he gives a very good discussion of the relationship between the goggle geometry, lenses, screen, and viewer, and how they all relate to how the view frustum for each eye needs to be calculated. r
As for Unity at the moment you can build two cameras side by side for a final rendering. As the Open Dive package for Unity shows.
But the fact is that here you can not set the center point of the camera projection for the left and the right camera separately. The center of each camera projection (rendered pictures) stays always in its own middle.
That means:
If you have a mobile device like the new Samsung Galaxy Tab 8.4" which has a superb display (2560 x 1600 Pixel) and great 3D performance.. this device is 180mm bright. The pupillary distance here is with the Unity side by side projection 90mm. (Which is fare away of 60to70mm)
With such a device you have to shift the camera projection center away that you still get the nearly 65mm Pupillary distance.
You get this by shifting the rendered pictures parts in Unity. Unfortunately you achieve this in Unity only by set the "Viewport Rect" with an overlap of the two camera pictures. (See the attached screen) It lacks of a camera cropping function within Unity to cut away the overlap parts.
That issue has nothing to do with the camera distance placed for the left and tight eye within a scene. Think about a simple 2D GUI element which is placed in the middle of the scene. To see this right, it must stay for the left and right eye exactly in front of each eye. Means in this case: 57.5mm from the left and 57.5 from the right border away of the display border. (by 65mm Pupillary distance: 180mm/2-65/2). But the center of each camera view build by Unity is 45mm away of the left and right border... It results 90mm of Pupillary distance.(Which is fare away of 60to70mm)
Perhaps there is a workaround form a coder crack, or Unity implements a "Camera Corp function" in a further version. Otherwise devices with displays brights over 140mm cant be used for an optimal 3D effect. (Like with OpenDive)
Visualizervisualizer
Posts: 4
Joined: 29.11.2013
Re: Better positioning of camera windows (Pupillary distance)
by Soff1953 on Jun 21st, 2023 05:26 AM
I used to love house of hazards so much that I invited my best friend to play it every day. I think if you're looking for a game then pick this one up.
Soff1953
Posts: 1
Joined: 21.06.2023
Re: Better positioning of camera windows (Pupillary distance)
by jasonstat on Jul 3rd, 2023 09:34 AM
Well, I think professional photographers should write a detailed tutorial about how to use a camera and share professional tips to carry out some specific tasks for the best results or they can collaborate with [color=#000000][size=2][font=Arial]online ebook writing companies in uk. To publish an ebook and compile all the tutorials in it.[/font][/size][/color]
jasonstat
Posts: 1
Joined: 03.07.2023
Re: Better positioning of camera windows (Pupillary distance)
by Stephanie on Aug 16th, 2023 12:43 PM
The optimization of camera window placement, particularly focusing on pupillary distance, is a pivotal aspect of enhancing user experience in various applications. Precise alignment of camera positions based on the user's pupillary distance contributes significantly to visual comfort and accuracy. This tailored arrangement not only ensures ergonomic satisfaction but also enhances the overall efficiency of tasks performed through these devices. In this pursuit, the innovative integration of technology, often referred to as the Glue Savior, plays a pivotal role in achieving the ideal positioning of camera windows, catering to individual differences and promoting seamless interactions across a multitude of contexts.
Stephanie
Posts: 2
Joined: 16.08.2023
Re: Better positioning of camera windows (Pupillary distance)
by alijen on May 3rd, 2024 12:36 PM
[color=#202124][size=4][font=Google Sans, arial, sans-serif]You want to position your camera at eye level or slightly above, color blind test so that you are looking directly or slightly up at it. This will help you avoid the unflattering effects of looking down or up at your camera, such as double chin, nostrils, or forehead. [/font][/size][/color]
alijen
Posts: 11
Joined: 14.03.2023
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