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[A bit offtopic] Simulated eye sight
I got a couple things to state first:
I have an eye defect which cannot allow me to see with one eye but on the another still. This might be an issue, because I feel like in the sight of a photo camera, which is just one lens.
I want to take in mind a two-eyed sight, where it's as realistic as possible.
That said, any ways to simulate a two-eye sight inside Unity using shaders and image effects? As in the case of a non-daltonic person or at least a regular person's sight? I might want things like sunray bursts or smooth movements too. And I might ask specifically for a list of things to apply to the camera and textures. I mostly want an approach as close as possible.
it's not off-topic, it's a great question.
nothing is more central to making video games than getting a "look"
could the depth-of-field be relevant to bringing that "full vision point of view" feel?
I guess, in a way the answer is parallax. if you have two eyes you get this
http://michaelbach.de/ot/sze_Frankfurter/index.html
you SO$$anonymous$$ETI$$anonymous$$ES see in cinema (probably slapstick), just put one image on top of the other, sideways, and it gives the feel of "the point of view has gone cross-eyed"
so conceivably you could do that!
it occurs to me you could, indeed, literally have two cameras (blend 'em both on screen) and actually correctly point them at different distances, so for (fairly near) objects you would perfectly simulate parallax. Neat!
Yeah, sounds good for me I$$anonymous$$O. But I still hear that color perception might be different with both eyes, right?
I know for myself that one eye has slightly better night vision... there are probably people with different color perception between eyes too. However, when I close one eye, there is very little information loss for me, besides a small decrease in depth perception... do you have a specific reason why you want to simulate the effects of two eyes?
Answer by nikescar · Oct 10, 2012 at 02:53 PM
The color differences with two eyed sight would probably come from the slight differences in the color reception of each eye. Also, since each eye has a slightly different vantage point, the luminosity of objects will be slightly different to each eye since the light will be bouncing off the objects at slightly different angles.
Binocular vision produces a ghosting effect. The picture I made below illustrates this. The picture on the left is when focusing on the lamp post that's up close and the picture on the right is when focusing on the mountain in the background. Combining eye tracking with an effect like this might be able to simulate this.
Someone may be able to write a shader (or come up with a way to combine to camera renders) to simulate both of these things.
see that what I was calling ghosting is called parallax.
I should add that while the depth of field effect tries to emulate a loss of focus on objects in a scene, it doesn't do anything to emulate the ghosting I mention.
You might get a hold of these guys http://theeyetribe.com/ for eye tracking stuff. Apparently they have played with connecting their system to Unity.
Really good to know. It's really nice to know this in the future. Thanks everyone. BTW, I heard "ghosting" from the Bloom image effect for the first time, and I thought that was an idea.
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