侵入式光學(xué)虛擬現(xiàn)實(shí)眼鏡
VR 眼鏡并不僅僅只有類似暴風(fēng)魔鏡這樣的眼鏡盒子悲龟,粗略地劃分來其實(shí)有以下幾種:而我們更多人所熟知的暴風(fēng)魔鏡其實(shí)只是移動(dòng)頭盔中的純光學(xué)設(shè)備,遵循 Cardboard SDK 并且一脈相承跨扮,不過是改變了材質(zhì)、鏡片,充其量進(jìn)行了反畸變均函、反色散算法,這類設(shè)備的主要原理就是利用光學(xué)結(jié)構(gòu)造成虛擬距離菱涤,拉遠(yuǎn)并放大手機(jī)屏幕上的內(nèi)容苞也,智能手機(jī)作為數(shù)據(jù)傳輸設(shè)備同時(shí)負(fù)責(zé)利用自帶陀螺儀捕捉人頭部移動(dòng)。因此評(píng)測(cè)此類頭盔主要需要評(píng)價(jià)鏡片呈像效果以及移動(dòng)端(手機(jī))的適配程度粘秆。盡管價(jià)廉如迟,移動(dòng)端頭盔的物實(shí)在稱不上美,我也很少推薦我的朋友去購買純光學(xué)設(shè)備頭盔攻走,之前我也寫過一篇幾乎全是光學(xué)設(shè)備的頭盔評(píng)測(cè)殷勘,大家可以參考一下。有時(shí)候我真的很好奇這種類型的頭盔如何編造出那么花哨的文案的昔搂,要知道他們的產(chǎn)品跟 Cardboard 本質(zhì)上是一模一樣的玲销,什么 “超舒適,可佩戴兩個(gè)小時(shí)”摘符,講真目前這個(gè)狀況真不會(huì)有人戴頭盔戴兩個(gè)小時(shí)贤斜,什么 “海量 VR 游戲內(nèi)容”,大部分也是其他游戲廠商開發(fā)的然后直接搬到自己的 “應(yīng)用商場(chǎng)”逛裤。純光學(xué)設(shè)備尤其喜愛強(qiáng)調(diào)視場(chǎng)角瘩绒,指的是人在頭盔中能看到的角度大小,視場(chǎng)角對(duì)于任何頭盔都很重要带族,理論上視場(chǎng)角越大锁荔,沉浸感越強(qiáng),而人本身的市場(chǎng)角通常只有 90°左右蝙砌,因此市面上的大部分設(shè)備都是滿足這一要求的堕战。但同時(shí)這個(gè)數(shù)據(jù)也不必過分參考坤溃,對(duì)于依賴手機(jī)的純光學(xué)設(shè)備,手機(jī)的尺寸反而可能會(huì)決定你能看到的范圍嘱丢。而更好的頭盔應(yīng)該是擁有外置硬件設(shè)備的薪介,事實(shí)上在上面這個(gè)分類中,除了 cardboard 系越驻,其他或多或少都有一些硬件設(shè)備在其中汁政。所謂硬件設(shè)備,包括屏幕缀旁、IMU记劈、交互觸板、散熱裝置等等并巍,而其中最為重要的是 IMU目木。簡(jiǎn)單來說,IMU(慣性測(cè)量傳感器)地意義在于更好地實(shí)現(xiàn)頭部定位以及交互懊渡,減輕使用者的眩暈感刽射。VR 紙盒容易讓人頭部眩暈不在于鏡片不夠好,而在于它純粹依靠手機(jī)內(nèi)置的 IMU(陀螺儀傳感器等)剃执,想想我們平時(shí)用手機(jī)地圖導(dǎo)航經(jīng)常找不到北的狀態(tài)就知道手機(jī)的陀螺儀效果一般誓禁。因此,同樣是鏈接手機(jī)的 Gear VR肾档,和普通的手機(jī)盒子摹恰,感受是完全不一樣的。對(duì)于這些設(shè)備(尤其是非連接手機(jī)的)怒见,常常會(huì)強(qiáng)調(diào)刷新率俗慈,研究表明,頭動(dòng)和視野的延遲不能超過 20ms遣耍,否則會(huì)有很明顯的拖影感闺阱,這也就是為什么我們用虛擬現(xiàn)實(shí)眼鏡在頭部轉(zhuǎn)動(dòng)的時(shí)候會(huì)倍感頭暈,足夠的屏幕刷新率是降低延遲的一個(gè)必要條件配阵,通常來說刷新率越高體驗(yàn)感越好馏颂。索尼大法號(hào)稱自己的刷新率可以達(dá)到 120Hz,是目前數(shù)據(jù)顯示最高的棋傍,理論上也就應(yīng)該效果最好救拉,然而體驗(yàn)到 PSVR 的真容的人還是少之又少,因此 120Hz 的質(zhì)感到底有多好瘫拣,我們還是無從得知亿絮。而目前大家公認(rèn)體驗(yàn)最好的 HTC Vive 的刷新率為 50Hz。不過,僅僅擁有外置硬件設(shè)備可能還不是真正意義上的 VR 頭盔派昧,在目前我們接觸到的大部分的 VR 設(shè)備中黔姜,大部分只能追蹤頭部的旋轉(zhuǎn),而對(duì)于身體的移動(dòng)毫無反應(yīng)蒂萎,這也就導(dǎo)致了我們視覺和身體知覺的錯(cuò)位秆吵,真的 VR 設(shè)備應(yīng)該能對(duì)周圍環(huán)境進(jìn)行定位重構(gòu)并允許身體的自由活動(dòng)。在這方面五慈,HTC Vive 和 Oculus Rift CV1 都做出了努力纳寂,雖然定位的方式不同,而且各有各的麻煩泻拦,但這就像早期的大哥大毙芜,總需要有笨重的先行者來嘗鮮。早期對(duì) VR 產(chǎn)生濃厚興趣的消費(fèi)者很多是重度游戲愛好者争拐。誠然腋粥,如果 VR 眼鏡能達(dá)到想象中那樣優(yōu)異的沉浸感,VR 游戲的迷人之處不言而喻架曹。遺憾的是隘冲,現(xiàn)在談 VR 游戲還是為時(shí)尚早,一方面是因?yàn)?VR 設(shè)備還沒有舒適到可以讓人連續(xù)玩兩三個(gè)小時(shí)音瓷,另一方面則是因?yàn)?VR 游戲內(nèi)容還太少对嚼。
VR眼鏡手機(jī)VR box夹抗,vr一體機(jī)绳慎,關(guān)鍵核心的東西就是VR眼鏡鏡片設(shè)計(jì)是否合理。VR眼鏡鏡片視角大小漠烧、焦距大小杏愤、光學(xué)參數(shù)設(shè)計(jì)是否合理、材料是否合理直關(guān)系到視角大小已脓、焦距大小珊楼、視頻變形、是否會(huì)眩暈以及關(guān)系到機(jī)體的大小輕便設(shè)計(jì)等等度液。當(dāng)然眩暈跟視頻內(nèi)容制作程序設(shè)計(jì)也有一定關(guān)系厕宗。至于鏡片使用的材料通常采用是亞克力樹脂材料,透明度91堕担,比較輕已慢。玻璃透明度好些93,但重霹购,當(dāng)然特種硅膠也可以佑惠,輕便透明度好于玻璃。但成本高。
VR眼鏡鏡片設(shè)計(jì)原理是:大家知道在我們眼睛瞳孔后面有內(nèi)置的透鏡膜楷,也就是眼睛黑色部分旭咽,我們能感受到入射光轉(zhuǎn)化為有用信息。我們的眼睛的鏡頭的工作是改變?nèi)肷涔獾姆绞蕉奶玫郊性谖覀兊难劬Φ氖荏w穷绵。鏡頭的彎曲取決于你的眼睛和你所關(guān)注的東西之間的距離。如果你看的東西真的很近特愿,你的鏡頭必須彎曲很多请垛,給你一個(gè)清晰的形象。如果你看的東西在遠(yuǎn)處洽议,鏡頭不需要彎曲很多宗收。
這也是為什么當(dāng)你在電腦前工作的時(shí)候,你應(yīng)該至少一個(gè)小時(shí)休息一次亚兄,并集中在遠(yuǎn)處的東西上混稽。這有助于防止眼睛緊張,因?yàn)樗o你的鏡頭一個(gè)放松的機(jī)會(huì)审胚。當(dāng)你的眼睛年齡的鏡頭變得不太能夠彎曲和改變?nèi)肷涔庑傺@就是為什么青少年可以專注于事情接近7厘米,在他們的眼睛膳叨,但老年人不能洽洁。
所以,我們?nèi)祟愑欣щy看到在我們眼前3到7厘米虛擬現(xiàn)實(shí)頭戴式顯示器(VR HMD)畫面菲嘴。這就是為什么我們需要的鏡頭在VR HMD饿自,彎曲光線,使它更容易為我們的眼睛所看到的龄坪。
而更好的頭盔應(yīng)該是擁有外置硬件設(shè)備的昭雌,事實(shí)上在上面這個(gè)分類中,除了 cardboard 系健田,其他或多或少都有一些硬件設(shè)備在其中烛卧。所謂硬件設(shè)備,包括屏幕妓局、IMU总放、交互觸板、散熱裝置等等好爬,而其中最為重要的是 IMU局雄。簡(jiǎn)單來說,IMU(慣性測(cè)量傳感器)地意義在于更好地實(shí)現(xiàn)頭部定位以及交互抵拘,減輕使用者的眩暈感哎榴。VR 紙盒容易讓人頭部眩暈不在于鏡片不夠好型豁,而在于它純粹依靠手機(jī)內(nèi)置的 IMU(陀螺儀傳感器等),想想我們平時(shí)用手機(jī)地圖導(dǎo)航經(jīng)常找不到北的狀態(tài)就知道手機(jī)的陀螺儀效果一般尚蝌。因此迎变,同樣是鏈接手機(jī)的 Gear VR,和普通的手機(jī)盒子飘言,感受是完全不一樣的衣形。對(duì)于這些設(shè)備(尤其是非連接手機(jī)的),常常會(huì)強(qiáng)調(diào)刷新率,研究表明,頭動(dòng)和視野的延遲不能超過 20ms些侍,否則會(huì)有很明顯的拖影感,這也就是為什么我們用虛擬現(xiàn)實(shí)眼鏡在頭部轉(zhuǎn)動(dòng)的時(shí)候會(huì)倍感頭暈句狼,足夠的屏幕刷新率是降低延遲的一個(gè)必要條件,通常來說刷新率越高體驗(yàn)感越好热某。索尼大法號(hào)稱自己的刷新率可以達(dá)到 120Hz腻菇,是目前數(shù)據(jù)顯示最高的,理論上也就應(yīng)該效果最好昔馋,然而體驗(yàn)到 PSVR 的真容的人還是少之又少筹吐,因此 120Hz 的質(zhì)感到底有多好,我們還是無從得知秘遏。而目前大家公認(rèn)體驗(yàn)最好的 HTC Vive 的刷新率為 50Hz丘薛。
Invasive optical virtual reality glasses
VR glasses are not only glasses boxes like Du mirror of windstorm, but roughly divided into the following categories: the storm mirror, which we are more familiar with, is actually a pure optical device in a mobile helmet, which follows the cardboard SDK The main principle of this kind of equipment is to use optical structure to create a virtual distance, to pull and enlarge the content on the screen of the mobile phone. As a data transmission device, the smart phone is responsible for capturing the head movement with its own gyroscope. Therefore, the evaluation of such helmets mainly needs to evaluate the lens imaging effect and the adaptation degree of mobile terminal (mobile phone). Although it's cheap, mobile helmets are not beautiful. I rarely recommend my friends to buy pure optical helmets. I also wrote a review of helmets that are almost all optical devices. You can refer to it. As like as two peas, what I can't tell you is how to make such a fancy copy of a type of helmet, and know that their products are essentially the same as Cardboard, what is "super comfortable and can wear for two hours". At the present time, it's really hard for anyone to wear a helmet for two hours, what is "massive VR"? Most of the game content is developed by other game manufacturers, and then directly moved to their own "application mall". Pure optical equipment especially likes to emphasize the field of view angle, which refers to the angle that people can see in the helmet. The field of view angle is very important for any helmet. Theoretically, the larger the field angle is, the stronger the sense of immersion is. However, the market angle of people is usually only about 90 degrees. Therefore, most equipment on the market can meet this requirement. But at the same time, this data does not need to be over referenced. For pure optical devices that rely on mobile phones, the size of the phone may determine the range you can see. A better helmet should have external hardware. In fact, in the above classification, in addition to the cardboard system, there are more or less other hardware devices in it. The so-called hardware equipment includes screen, IMU, interactive touch panel, heat sink, etc., and the most important one is IMU. In short, the significance of IMU (inertial measurement sensor) is to achieve better head positioning and interaction, and reduce the dizziness of users. VR cartons are easy to make people dizzy, not because the lenses are not good enough, but because they rely solely on the built-in IMU (gyroscope sensor, etc.) of the mobile phone. If we can't find the north when we use the map navigation of mobile phones, we know that the gyroscope effect of mobile phones is not so good. Therefore, the feeling of gear VR, which is also linked to mobile phones, is totally different from that of ordinary mobile phone boxes. For these devices (especially for non connected mobile phones), the refresh rate is often emphasized. Research shows that the delay of head movement and field of vision should not exceed In other words, the higher the rate of refresh of our head shadow is, the better it will be. Sony Dafa claims that its refresh rate can reach 120Hz, which is the highest in data display at present. Theoretically, it should have the best effect. However, few people have experienced the true appearance of PSVR, so we still have no way to know how good the texture of 120Hz is. At present, HTC vive, which is widely recognized as the best experience, has a refresh rate of 50 Hz. However, just having external hardware devices may not be a VR helmet in the true sense. Most of the VR devices we touch can only track the rotation of the head, but have no response to the movement of the body, which also leads to the dislocation of our vision and body perception. Real VR The device should be able to position and reconstruct the surrounding environment and allow the body to move freely. In this regard, HTC vive and oculus rift CV1 have made efforts. Although the positioning methods are different, and each has its own troubles, it is like the early mobile phone, which always needs heavy pioneers to taste. Many of the early consumers who were interested in VR were heavy game enthusiasts. To be sure, if VR glasses can achieve as excellent immersion as imagined, the charm of VR games is self-evident. Unfortunately, it is still too early to talk about VR games. On the one hand, VR devices are not comfortable enough to allow people to play for two or three hours continuously. On the other hand, there are too few VR games.
VR glasses mobile phone, VR box, VR all-in-one machine, the key core thing is whether the design of VR glasses lens is reasonable. The size of visual angle, focal length, optical parameter design and material of VR glasses are directly related to the size of viewing angle, focal length, video deformation, dizziness and the size of the body. Of course, vertigo has a certain relationship with video content production program design. As for the lens material used is usually acrylic resin material, transparency 91, relatively light. Glass transparency better 93, but heavy, of course, special silica gel can also, light transparency better than glass. But the cost is high.
The design principle of VR glasses lens is: we all know that there is a built-in lens behind the pupil of our eyes, that is, the black part of the eye. We can feel the incident light converted into useful information. The job of the lens of our eyes is to change the way light comes in, and it gets the receptors that are focused on our eyes. The curvature of the lens depends on the distance between your eyes and what you are focusing on. If you are looking at something really close, your lens must be bent a lot to give you a clear image. If you're looking at something in the distance, the lens doesn't have to bend a lot.
That's why when you're working in front of a computer, you should take a break at least once an hour and focus on things far away. This helps to prevent eye strain because it gives your lens a chance to relax. When your eyes age the lens becomes less able to bend and change the incident light, that's why teenagers can focus on things close to 7 cm in their eyes, but older people can't.
As a result, we humans have difficulty seeing 3 to 7 cm virtual reality head mounted display (VR HMD) images in front of our eyes. That's why we need the lens in VR HMD to bend the light to make it easier for our eyes to see.
A better helmet should have external hardware. In fact, in the above classification, in addition to the cardboard system, there are more or less other hardware devices in it. The so-called hardware equipment includes screen, IMU, interactive touch panel, heat sink, etc., and the most important one is IMU. In short, the significance of IMU (inertial measurement sensor) is to achieve better head positioning and interaction, and reduce the dizziness of users. VR cartons are easy to make people dizzy, not because the lenses are not good enough, but because they rely solely on the built-in IMU (gyroscope sensor, etc.) of the mobile phone. If we can't find the north when we use the map navigation of mobile phones, we know that the gyroscope effect of mobile phones is not so good. Therefore, the feeling of gear VR, which is also linked to mobile phones, is totally different from that of ordinary mobile phone boxes. For these devices (especially for non connected mobile phones), the refresh rate is often emphasized. Research shows that the delay of head movement and field of vision should not exceed In other words, the higher the rate of refresh of our head shadow is, the better it will be. Sony Dafa claims that its refresh rate can reach 120Hz, which is the highest in data display at present. Theoretically, it should have the best effect. However, few people have experienced the true appearance of PSVR, so we still have no way to know how good the texture of 120Hz is. At present, HTC vive, which is widely recognized as the best experience, has a refresh rate of 50 Hz.