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I wonder if a separate camera for pancake with a larger FOV would help, with the translation (e: and rotation) matrix lowpass-filtered from user orientation.


Not sure what you mean by pancake.

But I feel its mostly rotational motion that is perceptible in VR demos rather than translational motion. I suspect that's because a small rotational motion results in a large shift in perspective for objects in the world that are some distance away from the camera while small translational movements don't really result in a significant perspective shift.

Would be interested in seeing what research into human head motion while sitting/standing/walking/etc. shows though.


Pancake is the 2D view observers see when they're looking at the monitor (i.e. that what gets recorded).

Yeah, both rotation and translation would be filtered in the idea I had, so that small wiggling motions aren't as visible.


I've seen "motion smoothing" options for VR spectators in some games - not entirely sure that's what they do, but I assume it is.




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