The display units integrated in todays head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the VE has to be adjusted to the limitations caused by the HMD characteristics. In particular, the geometric field of view (GFOV), which defines the virtual aperture angle used for rendering of the 3D scene, is set up according to the display’s field of view. A discrepancy between these two fields of view distorts the geometry of the VE in such a way that objects and distances appear to be “warped”. Although discrepancies between the geometric and the HMD’s field of view affect a person’s perception of space, the resulting miniand magnification of the displayed scene can be useful in some applications and may improve specific aspects of immersive virtual environments, for example, distance judgment, presence, and visual sea...