How does low afterglow technology solve VR's biggest stumbling motion sickness?

As a VR practitioner, friends and authors outside the VR circle often say: Why do domestic VR glasses, you can see the static content, once you move, people will be dizzy. And foreign brands such as Gear VR do not have such a situation, why is this?

For this problem, the author can write a lot of reasons, but the main point is to let everyone know a misunderstanding: VR technology is not a simple two display + box. The same VR glasses, many manufacturers just developed a box, and did not optimize the software and hardware for the mobile phone inserted into it, naturally it is easy to cause poor experience, which is scientifically called the motion sickness. Motion sickness has traditionally been called the biggest stumbling block to VR development.

Well, Guan Guan is sold out, so let us discuss how to solve the problem of motion sickness today.

First give VR big cow thinking about this problem:

Michael Abrash is a leading graphics programmer. He joined Oculus as a Principal Scientist in 2014 and is working on Head Mount Display (HMD) research. When it comes to VR, it is essential to think of the word MoTIon Sickness. It can be said that this problem is the biggest stumbling block in the development of VR. Specifically, HMD has many arTIfacts, such as: color fringing, jitter (judder also called tremor), strobing, False problems such as smearing can cause eye and brain coordination discomfort, which can cause motion sickness. So virtual reality technology is not as simple as putting two monitors in front of you and then showing the pictures. This article was based on Michael Abrash's three articles on persistence blogs, and explores how low afterglow reduces dizziness and other negative issues associated with low-growth technology.

First of all, what is the afterglow effect?

In other words, the afterglow effect is the phenomenon of persistence of vision. It means that when the human eye observes things, it takes a short time for the light signal to pass into the brain. After the light signal disappears, the visual image does not disappear immediately. This residual visual image becomes a "post-image". To give a simple example, the ancient Chinese lanterns used this phenomenon. There is also a afterglow effect in our lives, such as observing an incandescent lamp. When we turn around, the incandescent light will still be reflected in front of us.

So what does the afterglow have to do with the display?

We call the time at which the pixels on the display are illuminated as the persistence TIme. The liquid crystal display we use now is the full afterglow display because the pixels are lit at every frame. Then why do we choose low afterglow in HMD? We need to start with the relative movement between the human eye and the virtual image on the display.

Color fringing is also known as color fringing or dispersion. Before explaining the low afterglow, let's look at a simple problem: chromatic aberration. This is a very good fix and it helps us understand the relative motion between the human eye and the virtual image on the display.

The picture below is a good example. We can clearly see that the picture has three primary colors of red, green and blue, and the picture quality is greatly reduced. So under what circumstances will this problem happen?

How does low afterglow technology solve VR's biggest stumbling motion sickness?

We can think that the photon from the display is a three-dimensional signal, we quantize this three-dimensional signal into an expression: pixel_color = f(display_x, display_y, TIme). This expression represents the position of the photon on the display and its afterglow time.

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