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Simply, Reality

CHAPTER 1
THE EYE

Fundamentals

  • Lens, Retina, Fovea
  • Eyes Resolution
  • Cones and rods cells
  • Adaptation
  • Eyes Refresh rate  

Binocular Vision 

  • 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)

Sensory Input

  • 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 

  • 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