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[T] I'm beginning to understand optics!

A project log for T^2 TyMist [gd0138]

I need some virtual desktop monitors that offer 90PPD at 90Hz.

kelvinakelvinA 10/30/2022 at 18:510 Comments

I've been doing some more reading on aspherical lenses (such as here, here and here), and I'd still like to give standard ones a go first, at least for the large lenses. The reason is because of the high quality result DIY Perks achieved in one of his camera builds. He explains the use of fresnel lenses here, and I'd assume due to the size, they're the standard kind.

In the above animated diagram, there's the lens at the left, the (lime green) fresnel lenses and a diffusing sheet in the middle. That sheet takes the parallel rays from the first fresnel lens and rescatters them. In other words, an image is formed on it. In my application, this would be the display panel. 

I couldn't understand how the camera was focusing the rays though, since the rays never converge (or as I like to say, past infinity). For a moment, I thought that the camera's lens was removed and the image sensor was positioned at the focus point, but later in the video, he also uses a smartphone camera so that idea is out.

So that failing computation was being mined in the back of my mind for a few days. Yesterday, I found this video:

(Favourite lines: What do you do if you wanted to view a tree on land? It can't be inverted! So there's a problem!)

The notable slide I want to talk about is this:

It was an eye opening moment, realising that after the focus point, the rays once again diverge and can be focused again as if the actual object was at that point. The image is just rotated 180 degrees.

So the actual light is likely doing something like this:

Now, a diverging lens were the first shown in the binocular video. I think the reason for a converging lens setup is because those seem to be more common. I haven't come across a diverging fresnel yet.

Optical Diagram

I found out from the OpenAR project that "first surface mirrors" are the kind of mirrors that don't have glass infront of it.

The reason the "to combiner" fresnels look just as big as the first one is mainly because the combiner's reflection is quite distant from the eye. This means that the image needs to be about 55mm, which is also the same size as the 2.9" screen (51mm). 

With the combiner, there are 2 reflections and a 180 degree rotation. Since the reflection axes are different, the reflection component is also 180 degrees, cancelling the rotation out. Reflection multiples of 2 also cancel out.

The nice thing about this is that the screen area can be a square prism, like half of DIY Perks' camera, which could help solve an aesthetic solution for Quad 1440px. The image can be compressed to a smaller area, meaning that smaller lenses, mirrors and beamsplitter cube can be used.

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