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VR headset

Hardware
  • 2 Devlogs
  • 3 Total hours

I am trying to make a VR headset based on the Google Cardboard headset but with my own design and with my own software. Here's my plan: I already bought two lenses (34mm diameter and 45mm focal length) which I tested with just my phone and a normal image, and if you look through the lens with one eye and it kind of looks like VR (you can't look through both unless you modify that image in a certain way, I'll go into more detail about that in a devlog if I get far enough in this project). Since I have the lenses, all I need to do is to design the headset in CAD and code the software for the VR in Godot; I will make a mobile game that tracks the gyro and accelerometer of a phone to make it looks like you are looking around in VR. If I do all of that, I should be able to make a convincing enough VR. I'm not sure if this is a hardware or software project, but I put hardware because I'll have a physical device despite the fact that I did most of the work on my computer.

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1h 33m 9s logged

I mainly did 2 things: I experimented with ways to transfer rotational motion to linear motion so I can adjust IPD, and settled on this design. It has a knob in the center that can be turned to move the lenses away and towards each other (once I make the lenses compatible with this; I plan to do that by adding a rack to the top of them). By being able to move the lenses closer or further away, the VR becomes available to use for everyone, since the IPD, or interpupillary distance, can be adjusted, instead of being set to my exact IPD. Interpupillary distance means (you guessed it) the distance between someone’s pupils. The center of the lenses must be aligned with the user’s pupils, or else the user’s eyes will have to either look inward towards the lens, or outwards towards the lens, leading to eye strain, blurry image, and difficulty focusing. The second thing I did, is I quickly put together a game in Godot that takes the input of 2 cameras and applies a VR filter to them (sorry for the bad explanation, I’ll go into detail about what exactly I mean). I have 2 cameras in my game; one is a little to the left of the direction where the user is looking, and one is a little to the right (the distance is supposed to add up to the user’s IPD). Then, I display each of the camera’s perspectives on the left side of the screen, and the right side of the screen. After that’s done, I added a lens distortion correction filter to fight the lens distortion caused by the VR lenses. This leads to a 3D looking image if you look at the through 2 lenses, one for each eye.

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1h 39m 28s logged

I finished a prototype design for a lens holder. I’ll try this out and see if I got all of the measurements right and if it looks like VR if I look at a side by side VR test image on my phone through my VR lenses.

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