From: diego@minerva.st.dsi.unimi.it (Diego Montefusco) Subject: TECH: Depth of field in rendering Date: Tue, 8 Jun 93 07:44:32 CET Hello. I was asking myself why the experience of using an HMD is so disappointing (at least to me!), why it feels so "un-natural". Of course there's the low resolution of the displays I've used, there is also the narrow field of view... BUT I also thought that you don't get something we are very used to: the depth of field. I was wondering if anybody has worked in this direction, if it is possible to render, NOT WITH RAY TRACING (i.e. with the current flat, gouraud or phong shading used nowadays in VR systems) the depth of field, or if anyone has investigated (theorically) whether this could be useful or not. This is not to be confused with a selective higher-quality rendering where (in the SCREEN PLANE, not in the SCENE VOLUME) the user is looking at. While this automatically "blurs" the image elsewhere, it is not what I am talking about... One surprise could be that THIS might be a good substitution for depth of field, but who knows?? Beyond the problem of making the rendering subsystem more complex (if it is possible at all), this would imply the use of TWO eye-tracking systems, to determine where (x, y AND z) the user is looking at, most of all at which depth she's focusing her attention. I don't think you can get 3D info from just one tracker, but, again, I don't know for sure. We're, of course, talking about a *VERY* hi-end system here... Anyone from WPAFB has to say anything? Ciao, Diego ----------------------------------------------------------------- | Diego Montefusco | Computer Science Department | | Via Pirano 4 | University of Milan - Italy | | 20127 Milano | | | Italia | P L E A S E R E P L Y T O M E A T : | |+39 (0)2 27001467 | montefus@ghost.dsi.unimi.it | -----------------------------------------------------------------