ABSTRACT

This chapter describes the spaces needed to support viewing and interacting with the virtual world. The immersive nature of virtual and augmented reality systems engages the human visual system in ways that require wider field of view and lower latency than other 3D computer graphics systems to provide artifact-free rendering that avoids inducing fatigue and discomfort in viewers. To enable proper rendering, the viewer’s head are tracked. The job of the viewing transformation is to place the center of projection at the location of the eye in Virtual World space. Although the position of the virtual image of the screen for an ideal lens does not depend on the position of the user’s eye, radial distortion does depend on the location of the viewer’s eye. Open-source virtual reality system uses a regular mesh to describe the mapping from normalized physical-screen coordinates to texture coordinates within or beyond the Canonical screen.