侵入式光学虚拟现实眼镜
VR 眼镜并不仅仅只有类似暴风魔镜这样的眼镜盒子,粗略地划分来其实有以下几种:而我们更多人所熟知的暴风魔镜其实只是移动头盔中的纯光学设备,遵循 Cardboard SDK 并且一脉相承,不过是改变了材质、镜片,充其量进行了反畸变、反色散算法,这类设备的主要原理就是利用光学结构造成虚拟距离,拉远并放大手机屏幕上的内容,智能手机作为数据传输设备同时负责利用自带陀螺仪捕捉人头部移动。因此评测此类头盔主要需要评价镜片呈像效果以及移动端(手机)的适配程度。尽管价廉,移动端头盔的物实在称不上美,我也很少推荐我的朋友去购买纯光学设备头盔,之前我也写过一篇几乎全是光学设备的头盔评测,大家可以参考一下。有时候我真的很好奇这种类型的头盔如何编造出那么花哨的文案的,要知道他们的产品跟 Cardboard 本质上是一模一样的,什么 “超舒适,可佩戴两个小时”,讲真目前这个状况真不会有人戴头盔戴两个小时,什么 “海量 VR 游戏内容”,大部分也是其他游戏厂商开发的然后直接搬到自己的 “应用商场”。纯光学设备尤其喜爱强调视场角,指的是人在头盔中能看到的角度大小,视场角对于任何头盔都很重要,理论上视场角越大,沉浸感越强,而人本身的市场角通常只有 90°左右,因此市面上的大部分设备都是满足这一要求的。但同时这个数据也不必过分参考,对于依赖手机的纯光学设备,手机的尺寸反而可能会决定你能看到的范围。而更好的头盔应该是拥有外置硬件设备的,事实上在上面这个分类中,除了 cardboard 系,其他或多或少都有一些硬件设备在其中。所谓硬件设备,包括屏幕、IMU、交互触板、散热装置等等,而其中最为重要的是 IMU。简单来说,IMU(惯性测量传感器)地意义在于更好地实现头部定位以及交互,减轻使用者的眩晕感。VR 纸盒容易让人头部眩晕不在于镜片不够好,而在于它纯粹依靠手机内置的 IMU(陀螺仪传感器等),想想我们平时用手机地图导航经常找不到北的状态就知道手机的陀螺仪效果一般。因此,同样是链接手机的 Gear VR,和普通的手机盒子,感受是完全不一样的。对于这些设备(尤其是非连接手机的),常常会强调刷新率,研究表明,头动和视野的延迟不能超过 20ms,否则会有很明显的拖影感,这也就是为什么我们用虚拟现实眼镜在头部转动的时候会倍感头晕,足够的屏幕刷新率是降低延迟的一个必要条件,通常来说刷新率越高体验感越好。索尼大法号称自己的刷新率可以达到 120Hz,是目前数据显示最高的,理论上也就应该效果最好,然而体验到 PSVR 的真容的人还是少之又少,因此 120Hz 的质感到底有多好,我们还是无从得知。而目前大家公认体验最好的 HTC Vive 的刷新率为 50Hz。不过,仅仅拥有外置硬件设备可能还不是真正意义上的 VR 头盔,在目前我们接触到的大部分的 VR 设备中,大部分只能追踪头部的旋转,而对于身体的移动毫无反应,这也就导致了我们视觉和身体知觉的错位,真的 VR 设备应该能对周围环境进行定位重构并允许身体的自由活动。在这方面,HTC Vive 和 Oculus Rift CV1 都做出了努力,虽然定位的方式不同,而且各有各的麻烦,但这就像早期的大哥大,总需要有笨重的先行者来尝鲜。早期对 VR 产生浓厚兴趣的消费者很多是重度游戏爱好者。诚然,如果 VR 眼镜能达到想象中那样优异的沉浸感,VR 游戏的迷人之处不言而喻。遗憾的是,现在谈 VR 游戏还是为时尚早,一方面是因为 VR 设备还没有舒适到可以让人连续玩两三个小时,另一方面则是因为 VR 游戏内容还太少。
VR眼镜手机VR box,vr一体机,关键核心的东西就是VR眼镜镜片设计是否合理。VR眼镜镜片视角大小、焦距大小、光学参数设计是否合理、材料是否合理直关系到视角大小、焦距大小、视频变形、是否会眩晕以及关系到机体的大小轻便设计等等。当然眩晕跟视频内容制作程序设计也有一定关系。至于镜片使用的材料通常采用是亚克力树脂材料,透明度91,比较轻。玻璃透明度好些93,但重,当然特种硅胶也可以,轻便透明度好于玻璃。但成本高。
VR眼镜镜片设计原理是:大家知道在我们眼睛瞳孔后面有内置的透镜,也就是眼睛黑色部分,我们能感受到入射光转化为有用信息。我们的眼睛的镜头的工作是改变入射光的方式,它得到集中在我们的眼睛的受体。镜头的弯曲取决于你的眼睛和你所关注的东西之间的距离。如果你看的东西真的很近,你的镜头必须弯曲很多,给你一个清晰的形象。如果你看的东西在远处,镜头不需要弯曲很多。
这也是为什么当你在电脑前工作的时候,你应该至少一个小时休息一次,并集中在远处的东西上。这有助于防止眼睛紧张,因为它给你的镜头一个放松的机会。当你的眼睛年龄的镜头变得不太能够弯曲和改变入射光,这就是为什么青少年可以专注于事情接近7厘米,在他们的眼睛,但老年人不能。
所以,我们人类有困难看到在我们眼前3到7厘米虚拟现实头戴式显示器(VR HMD)画面。这就是为什么我们需要的镜头在VR HMD,弯曲光线,使它更容易为我们的眼睛所看到的。
而更好的头盔应该是拥有外置硬件设备的,事实上在上面这个分类中,除了 cardboard 系,其他或多或少都有一些硬件设备在其中。所谓硬件设备,包括屏幕、IMU、交互触板、散热装置等等,而其中最为重要的是 IMU。简单来说,IMU(惯性测量传感器)地意义在于更好地实现头部定位以及交互,减轻使用者的眩晕感。VR 纸盒容易让人头部眩晕不在于镜片不够好,而在于它纯粹依靠手机内置的 IMU(陀螺仪传感器等),想想我们平时用手机地图导航经常找不到北的状态就知道手机的陀螺仪效果一般。因此,同样是链接手机的 Gear VR,和普通的手机盒子,感受是完全不一样的。对于这些设备(尤其是非连接手机的),常常会强调刷新率,研究表明,头动和视野的延迟不能超过 20ms,否则会有很明显的拖影感,这也就是为什么我们用虚拟现实眼镜在头部转动的时候会倍感头晕,足够的屏幕刷新率是降低延迟的一个必要条件,通常来说刷新率越高体验感越好。索尼大法号称自己的刷新率可以达到 120Hz,是目前数据显示最高的,理论上也就应该效果最好,然而体验到 PSVR 的真容的人还是少之又少,因此 120Hz 的质感到底有多好,我们还是无从得知。而目前大家公认体验最好的 HTC Vive 的刷新率为 50Hz。
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.