Virtual Reality | Forced Perspective
May Wang, Aaron Gutierrez
Given actual refresh rates, a given virtual object lights up the correct pixels for its virtual position at the start of the frame, and then, because those pixels remain unchanged both in color and in position on the display, the pixels slide over the retina for the duration of the frame, falling behind the correct location for the moving virtual object. At the start of the next frame, the virtual object is again redrawn at the proper location for that time, lighting up a different set of pixels on the screen, so the image snaps back to the position in virtual space, and the pixels then immediately start to slide again.
Askos - Virtual Reality
Given actual refresh rates, a given virtual object lights up the correct pixels for its virtual position at the start of the frame, and then, because those pixels remain unchanged both in color and in position on the display, the pixels slide over the retina for the duration of the frame, falling behind the correct location for the moving virtual object. At the start of the next frame, the virtual object is again redrawn at the proper location for that time, lighting up a different set of pixels on the screen, so the image snaps back to the position in virtual space, and the pixels then immediately start to slide again.
Askos - Virtual Reality
Theater - Virtual Reality
Complex