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Chromatic aberration

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Chromatic aberration, visible as colored fringing along high-contrast edges.

Chromatic aberration is an issue that arises from the inability of a lens to focus all colors in the same place. This happens because the focal length (the distance between the lens and the image sensor when the subject is in focus) depends on a property called refraction, which is the bending of a wave when it enters a medium where its speed is different. Since blue and red light have different indexes of refraction, their focal length is also slightly different. Chromatic aberration is clearly visible on photographs or video as the color channels are not perfectly aligned.

The underlying cause is optical dispersion: the refractive index of a transparent material varies with the wavelength of light passing through it.[1] For most common lens materials the refractive index is higher for short wavelengths (blue) and lower for long wavelengths (red), so blue light is refracted more strongly and is brought to a focus closer to the lens than red light.[2] The result is colored fringing, typically along high-contrast edges where dark meets light. How strongly a given material disperses light is summarized by its Abbe number: a high Abbe number means low dispersion (for example crown glass), while a low Abbe number means strong dispersion (for example flint glass).[3]

Types of chromatic aberration

Optics distinguishes two forms of chromatic aberration, which can appear together.[4]

  • Longitudinal (axial) chromatic aberration occurs when different wavelengths come to a focus at different distances along the optical axis, so no single plane can hold all colors in sharp focus at once.[4] Because it is a focus-shift effect, it appears across the whole image, including the center, and shows up as colored haze on detail that should be crisp.[4]
  • Lateral (transverse) chromatic aberration occurs when the magnification of the lens varies with wavelength, so the different colors are focused in the same plane but land at slightly different positions away from the center.[4] It is produced by obliquely incident light and is most prominent toward the edges of the field; it is effectively zero on the optical axis and grows with distance from the center, producing colored fringes around off-center high-contrast objects.[4][3]

Chromatic Aberration in Virtual Reality

When chromatic aberration occurs in virtual reality, it is an undesirable optical distortion: cheaper, lighter, and lower-quality HMD lenses introduce spatial and chromatic distortions that the rendered image must be pre-warped and color-adjusted to cancel, so that the image arriving at the retina appears correct.[5] The distortion can also be a source of viewing discomfort, particularly for users who wear corrective lenses with the headset.[6]

VR head-mounted displays are especially prone to the effect because they place a small display very close to the eye and use a strong magnifying lens with a wide field of view. Like white light split by a prism, color separation becomes visible when an image is viewed through the curved lens of an HMD.[6] The center of the lens may look sharp while the image grows blurry and develops colored edges as the eye looks toward the periphery; this matches the behavior of lateral chromatic aberration, which is strongest away from the optical axis.[6] The problem has historically been acute on Fresnel lens optics, the ring-structured lenses used in many first- and second-generation consumer headsets, which deliver a wide field of view but are prone to chromatic aberration seen as ghosting and overlapping colors.[7]

Software Correction for Chromatic Aberration

Fixing chromatic aberration in software is usually done by applying a radial lens-distortion correction, commonly the Brown (Brown-Conrady) distortion model, to each color channel independently with slightly different coefficients, so the red, green and blue channels are rescaled by different amounts and brought back into registration.[8]

In a VR rendering pipeline this is handled together with the lens distortion correction. Because the lens itself introduces pincushion distortion, the renderer pre-warps the image with the inverse (barrel) distortion so that the final view looks geometrically correct.[9] Chromatic aberration is then corrected within the same step by transforming the red, green and blue subpixels differently, displacing each color radially by a different amount so that, after the lens recombines them, they overlap correctly.[9] A consequence is that the pre-warped frame buffer deliberately shows misaligned color channels; the misalignment exactly cancels the separation the lens will add.[9]

On most consumer platforms this correction is built into the runtime rather than each application. On the Oculus/Meta PC SDK the compositor performs timewarp, distortion and chromatic aberration correction on each layer separately before blending them, and the SDK computes the required parameters from the lens characteristics and eye position.[10] Some headsets also expose per-color calibration; Windows Mixed Reality, for example, allowed users to adjust the red, green and blue correction paths so each viewer could minimize the residual color doubling for their own eyes rather than relying on a single universal setting.[6]

Because the correction operates on the individual red, green, and blue subpixels, displacing each color channel radially by a different amount, accurate per-channel handling is needed to bring the colors back into alignment after the lens recombines them.[9]

Hardware Correction for Chromatic Aberration

Chromatic aberration can be minimized by using an achromatic lens. This type of lens is usually composed of two individual lenses made from glasses with different amounts of dispersion. The use of a strong positive lens made from a low dispersion glass like crown glass coupled with a weaker high dispersion glass like flint glass can correct the chromatic aberration for two colors, for example red and blue.[11] Because the dispersions of the two elements are roughly equal in magnitude but opposite in sign, they largely cancel.[1] Such a doublet, called an achromat, perfectly corrects the aberration at two wavelengths; combining three or more elements yields an apochromat that corrects at three wavelengths and reduces residual error across the visible spectrum.[1][3]

In VR optics, the trend toward pancake lens designs has helped on this front. Pancake optics fold the light path back and forth between curved reflective and polarizing surfaces, and in practice they show little to no visible chromatic aberration compared with the Fresnel lenses they replaced.[7] Pancake-based headsets such as the Meta Quest 3 and Pico 4 Ultra also remove the heavy pincushion distortion that Fresnel optics required software to correct.[7] Research designs go further by pairing optical elements with opposite-sign dispersion: a diffractive or Pancharatnam-Berry phase lens has chromatic behavior opposite to a conventional refractive lens, so hybridizing the two can substantially cancel the system's chromatic aberration.[12]

References

  1. 1.0 1.1 1.2 "Chromatic aberration". https://en.wikipedia.org/wiki/Chromatic_aberration.
  2. "Chromatic Aberration". https://www.image-engineering.de/library/image-quality/factors/1074-chromatic-aberration.
  3. 3.0 3.1 3.2 "Chromatic Aberrations". RP Photonics AG. https://www.rp-photonics.com/chromatic_aberrations.html.
  4. 4.0 4.1 4.2 4.3 4.4 "Longitudinal and lateral chromatic aberration". https://www.image-engineering.de/library/technotes/750-longitudinal-and-lateral-chromatic-aberration.
  5. Pohl, Daniel (2013). "Improved Pre-Warping for Wide Angle, Head Mounted Displays". Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology. https://www.qwrt.de/pdf/Improved-Pre-Warping-for-Wide-Angle-Head-Mounted-Displays.pdf.
  6. 6.0 6.1 6.2 6.3 "How to Test and Fix Chromatic Aberration on WMR VR Headsets". https://www.jonpeddie.com/reviews/how-to-test-and-fix-chromatic-aberration-on-wmr-vr-headsets/.
  7. 7.0 7.1 7.2 "Fresnel vs pancake lenses: what's the difference?". https://vrx.vr-expert.com/fresnel-vs-pancake-lenses/.
  8. "Lens Distortions". https://cameratransform.readthedocs.io/en/latest/lens_distortion.html.
  9. 9.0 9.1 9.2 9.3 "Correcting Optical Distortions". Steven M. LaValle. https://lavalle.pl/vr/node211.html.
  10. "Rendering to the Rift". Meta. https://developers.meta.com/horizon/documentation/native/pc/dg-render/.
  11. "Chromatic Aberration". Georgia State University. http://hyperphysics.phy-astr.gsu.edu/hbase/geoopt/aber2.html.
  12. Zhan, Tao (2020). "Practical Chromatic Aberration Correction in Virtual Reality Displays Enabled by Cost-Effective Ultra-Broadband Liquid Crystal Polymer Lenses". Advanced Optical Materials. https://advanced.onlinelibrary.wiley.com/doi/abs/10.1002/adom.201901360.