JAMF, 'collimation' refers to the rays from any point in the image coming to the viewer essentially parallel, as if they were coming from an infinitely distant point. The end result is not that the image appears twice as far away, but rather it appears infinitely distant, as if you were looking out a window. When this is achieved, there is no more parallax effect when you move your head around - when you move your head sideways, what is in front of you stays directly in front of you, and when you move your head forward and back there is no change in the apparent image size. The benefits are several - when you're looking out the 'window', your eyes fully relax, leading to greatly reduced eye fatigue and the feeling that the image is distant. The "stereopsis" cues (depth perception due to different viewing angles from each eye" are gone, so the image truly looks far away. The only cues to differing depth are perspective cues (closer objects appear larger) and gross motion parallax (closer objects move through your field of view more quickly). The effect has to be seen to be believed - when you take away focus and stereopsis cues, your brain fills in the gaps with what's left, and the image feels 3-D even when it's not.
Regarding the perfection required of the screen geometry - screen geometry is one of the challenges that we had to overcome. Most textbooks below graduate-level make the simplifying assumption that a spherical mirror focuses at r/2. Some of the better ones go on to state that this is a simplification and is not valid significantly off-axis, but don't go into any more detail. We've had to work out the math on our own to calculate the correct screen shape for our intended eyepoint, and it is most definitely -not- at r/2. For that scren, which is just a bit shy of 5 feet in diameter at the widest point, an error of as little as 1/4" can mean the difference between success and failure. Too close, and the image looks like it's only a few feet away. Too far, and the image doesn't form properly (similar to what happens when you try to get the best magnification with a magnifying glass - move too far away, and it just doesn't work.) We've seen this in action - the first full-size screen we built was just 1/2" too big in radius, and it took us weeks to figure out why we couldn't get a properly collimated image.
Surface finish is another story. The issues are two-fold: First, we're front-projecting onto a convex surface - the image strikes the screen at a shallow angle towards the edges, causing any imperfections to cast shadows and casting the surface texture in high relief. Second, the image is greatly magnified. That 17" high screen fills a full 40% vertical FOV - even 400-threadcount spandex looks about as smooth as burlap held at arm's length when viewed in the mirror. Gene has been working hard this week to get a smooth even finish so we can apply paint this weekend. Gene's pretty good with the sprayer, so I don't anticipate any problems.
More to come by Monday!