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Chromatic aberration

199 bytes added, 11:36, 14 December 2015
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==Chromatic Aberration in Virtual Reality==
When chromatic aberration occurs in [[virtual reality]], a viewer faces two issues. On one hand, the simple presence of this optical distortion can break the suspension of disbelieve as it serves as a constant reminder of the artificial nature of the virtual environment. On the other hand, it can lead to discomfort and headaches that could make longer VR sessions impossible.<ref>http://blog.qwrt.de/improved-pre-warping-for-wide-angle-hmds/</ref>
==Software Correction for Chromatic Aberration==
Fixing chromatic aberration in software is usually done by applying the classic "Brown's model" distortion correction formula to each color channel independently, using slightly different distortion coefficients for each color channel, thus changing the red, green and blue color channel to a different scale.
The drawback of these methods is that they lead to a loss in image quality. For increased accuracy, a subpixel offset has to be taken into account for the different color channels. <ref> https://forums.oculus.com/viewtopic.php?t=32</ref> A correct use of subpixel interpolation enables developers to effectively reduce chromatic aberration below noticeable levels.
==Hardware Correction for Chromatic Aberration==
Chromatic aberration can be minimized by using an achromatic lens. This type of lens is usually composed of two individual lenses made from glasses with different amounts of dispersion. The use of a strong positive lens made from a low dispersion glass like crown glass coupled with a weaker high dispersion glass like flint glass can correct the chromatic aberration for two colors, e.g., red and blue.<ref> http://hyperphysics.phy-astr.gsu.edu/hbase/geoopt/aber2.html</ref>
==References==
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