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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