Vergence-accommodation conflict: Difference between revisions
Appearance
add link |
change links |
||
Line 4: | Line 4: | ||
In traditional stereoscopic technologies, the virtual image is focused at a fixed depth away from the | In traditional stereoscopic technologies, the virtual image is focused at a fixed depth away from the | ||
eyes, while the depth of the virtual objects, and the amount of eye convergence, varies depending upon the content. | eyes, while the depth of the virtual objects, and the amount of eye convergence, varies depending upon the content (see [http://doc-ok.org/?p=1360 HMD optical design]). | ||
The problem is less severe in 3D TV/cinema, when it is properly taken into account during content creation and display. Part of the reason it's less severe, is that the 3D objects are not close to the viewer. | The problem is less severe in 3D TV/cinema, when it is properly taken into account during content creation and display. Part of the reason it's less severe, is that the 3D objects are not close to the viewer. | ||
Line 10: | Line 10: | ||
The problem occurs because our eyes have evolved an [https://en.wikipedia.org/wiki/Accommodation_reflex accommodation-vergence reflex], which trains them to automatically adjust their optical focus (accommodation) based on the perceived distance to the objects (vergence) that they are looking at. This helps make focusing quick and accurate. | The problem occurs because our eyes have evolved an [https://en.wikipedia.org/wiki/Accommodation_reflex accommodation-vergence reflex], which trains them to automatically adjust their optical focus (accommodation) based on the perceived distance to the objects (vergence) that they are looking at. This helps make focusing quick and accurate. | ||
When a virtual object appears to be mere inches in front of the user’s face, but the image of that object is, optically, several meters away (as it is in common | When a virtual object appears to be mere inches in front of the user’s face, but the image of that object is, optically, several meters away (as it is in common HMD design), the user’s eyes may focus on the wrong distance, causing the virtual object to appear blurry. The same can happen when the virtual object is very far away, but the effect is less pronounced. | ||
A person's eyes can adapt to this conflict while looking at stereoscopic imagery, leading to [https://en.wikipedia.org/wiki/Accommodation_(eye) accommodation] and [https://en.wikipedia.org/wiki/Vergence vergence] temporarily decoupling. At that point other focusing reflexes take over, and focusing tends to improve. Although it may be difficult to rapidly re-focus on some virtual objects, since those other focusing reflexes can be slower. | A person's eyes can adapt to this conflict while looking at stereoscopic imagery, leading to [https://en.wikipedia.org/wiki/Accommodation_(eye) accommodation] and [https://en.wikipedia.org/wiki/Vergence vergence] temporarily decoupling. At that point other focusing reflexes take over, and focusing tends to improve. Although it may be difficult to rapidly re-focus on some virtual objects, since those other focusing reflexes can be slower. |