Stereo Camera Rig for VR Architecture Walkthroughs
Interactive off-axis vs. toe-in stereoscopic camera rig inside a 3D architectural interior: adjust interpupillary distance, convergence distance and field of view, and watch live screen-space disparity readouts expose the vertical-parallax artifact of toe-in VR rendering.
Every VR architectural walkthrough renders the same room twice — once per eye — from cameras offset by the interpupillary distance. This simulation builds that stereo rig for real inside a small furnished interior: an off-axis (asymmetric-frustum) mode that matches how real headsets render, and a toe-in mode that rotates each eye inward the way a naive implementation might. Switch between split-view and red/cyan anaglyph display, adjust IPD, convergence distance and field of view, and watch the live disparity readouts — measured by projecting a near table marker and a far wall marker through each eye's actual projection and view matrices — expose the vertical-parallax artifact that toe-in rendering introduces and off-axis projection eliminates.
Build a real stereoscopic camera rig inside a furnished 3D interior: compare off-axis (asymmetric-frustum) projection against toe-in projection, adjust interpupillary distance, convergence distance and field of view, and watch live pixel-disparity readouts expose the vertical-parallax artifact that toe-in rendering causes.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install