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This is a seriously awesome piece of work. The mathematics in the paper are pretty dense but if you're ok with vector calculus its not too bad.

The implication here is that you can build lenses that have a consistent focal plane across their entire surface. A pair of glasses made this way would have crystal clear vision regardless of your 'look' direction (as an example). It also suggests that you could build lenses for lasers that were much more consistent, so a laser projector could project an in focus image from edge to edge rather than "fuzzing out" at the corners.

If there is a top prize in optics these guys clearly deserve it.




That would have pretty amazing applications (well everywhere) but in VR definitely, my Rift S is an amazing piece of kit but aberration is still noticeable on the outside edge (when aiming down a gun sight in Pavlov for example).


Is this the kind of thing that will have an effect on optics in ray tracers?

"Real world" simulation optics I'm meaning (eg for material design/prototyping), more than gamer oriented. ;)


Expect to see an implementation included in subsequent releases of Code V and Zemax.


Could this also be significant for super large lenses like giant telescopes?


Those tend to be mirrors instead I think




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