A Tale of Cylinders and Ghosts
When designing CAVE2, one of the first questions the team had to answer was: how is it going to look like? Very different form factors were taken into consideration, each with advantages and disadvantages. One big favorite (and final winner) was the cylinder. Building a VR system using a purely cylindrical form factor was desirable for many reasons. We could get good immersion and peripheral vision levels, a big active enclosed space, simplify assembly, and get a nice, seamless aesthetic design. A big problem we had to solve with this design was limiting crosstalk levels on our passive stereo displays. When a user stands much above or below the display center, the polarization overlay will not match the correct display pixels anymore. The result is: you see ghosts. Well, ok, not really. But some of the light targeted for the left eye goes to the right eye, and vice versa, resulting in a blurry stereo image. We measured ghost levels on our test setups and concluded they were very ...