Simply, Reality
CHAPTER 1
THE EYE
- Lens, Retina, Fovea
- Eyes Resolution
- Cones and rods cells
- Adaptation
- Eyes Refresh rate
- Interpupillary distance or IPD
- Vergence (convergence & divergence)
- Visual accommodation (focus)
- Convergence of visual axis
- Retinal disparity
- Binocular disparity/parallax
- Binocular Absences (converged to parallel)
- Line of Sight
- Spatial resolution
- Motion Blur Sunstractive
- Motion Blur (Smooth pursuit)
- Visual cortex
- Vision Signal
- Vestibular System
- Vestibulo-ocular reflex
- Vestibulospinal reflex
Visual Perception
- Visual Acuity
- Persistence of vision
- Temporal Resolution
- Luminance and Color
- Stereopsis and Depth
- Motion
- Field of View
- Field of vision
- Fovea
- Blind spot
- Central vision
- Peripheral vision
- Binocular vision (horizontal)
- Binocular vision (vertical)
- Vertical field of view
- Total field of view
CHAPTER 2
STEREOPSIS
Fundamentals
- Visual Perception
- Interaxial
- Viewing Frustum
- Convergence
- Convergence Plane
- Positive Parallax
- Zero Parallax
- Negative Parallax
- Positive disparity
- Negative disparity
Depth Perception
- Stereoscopic Vision
- Depth Perception
- Depth Cues
- Monocular Cues
- Binocular Cues
Stereoscopy
- Fundamentals
- Types of stereo cameras
- Rules and more
CHAPTER 3
VIRTUAL REALITY 101
Fundamentals
- Head mount display (HMD) Breakdown
- Stereoscopic rendering
- Refresh rate
- Barrel and Pincushion distortion
- Chromatic aberration
- Spatial aberration
- Timewarp & Asynchronous Timewarp
- Areas of Virtual Reality
Stereo Rendering
- Parallax rendering
- Off-Axis rendering
- Converged rendering
- Post stereo conversion.
Projections
- Mono vs Stereo Formats
- Pole merging
- Poles Merge angle
- Projection types and how they work.
- Nadir and Zenith
- Stacking and formating
Binocular Vision (Human vs HMD)
- Pixel Per Degree Vision
- Horizontal Resolution
- HDR.
- Variable depth focus
- Focal Length
- Contrast ratios
Speed
- HZ vs FPS
- HZ and FPS
CHAPTER 4
BEYOND BINOCULAR INPUT
Positional
- Body Positional tracking
- Orientation tracking
- Hand Tracking
- Body Tracking
Fundamental Technology
- Velocity and acceleration
- Inertial measurement unit (IMU)
Haptics
- Haptics feedback.
- Input Controllers
Inputs
- Audio
- Proprioceptive
- Presence & Immersion
- Local space awareness
- Spatial awareness
- Locomotion
- Teletransportation
Extending Binocular feedback
- Eye Tracking
- Adapted Focus
- Direct VS Reflected Light
- Multisensory stimuli
- Electroencephalogram (EEG)
Calibration
- Automated VS Manual Calibration
- Eye To Neck Distance
- IPD, Eye Position & Eye Relief
- Player Height
- Lenses Optical Corrections
CHAPTER 5
GENERAL ISSUES
Fundamentals
- Head mount display (HMD) Breakdown
- Conflicting sensory input
- Motion to photon latency
- Low latency
- Vergence accommodation conflict
- Visual-vestibular conflict
- Spatial Disorientation
- Motion Separation
- Motion Blur
- Simulator Sickness
- 8 bit banding
- The Hairy Ball Theorem
- Incorrect reflections
- Screen door effect
- Nearsightedness, Farsightedness and Astigmatism Compensation
- The vestibulo-ocular reflexes
- Diplopia
- Blue screen and circadian rhythm
CHAPTER 6
NAVIGATION AND CONTROLS
- Menus
- Navigation
- UI Design
- Gaze input
- Physical Pointer
- Time Triggers
- Heads up Displays
- Control flow and chart
- Interaction beyond interface.
CHAPTER 7
AUDIO
Spatial Audio
- Head Related Transfer Function (HRTF)
- Head Related Rotation Function (HRRF)
- Binaural audio
- Object-based production
- Ambisonic
CHAPTER 8
ADVANCE CONCEPTS
- Light Fields
- Near-Eye Light Field Display
- Virtual Retinal Display
- Presence
- Proprioception
- Perceptual Psychology
- Perception
- 10 bit color depth
- Complex codecs
- Complex compression
- What to expect from future hardware and software
My goal with this publication is to create a collection of what I consider the foundation of reality, the more important concepts we need to fully understand in order to create extended realities. Even though I don’t have a degree in science, optics or psychologist, the information is publicly available.
My passion for synthetic and enhance realities have taken me on an amazing journey of knowledge and discovery and I wish to share with you some of my findings; if this publications are able to speed up the learning process and spark ideas I will consider it a success.
Please Enjoy,
Julian Sarmiento | Writer & Designer