> And your explanation doesn't cover why the minimum number of cameras would be 12.
This is covered in the article. The key thing to understand is that there are multiple tasks using cameras: AR needs to track the world around you, you need eye tracking to handle saccades and conscious direction, and tracking hands, arms, legs, facial expressions, and body position accurately requires multiple cameras with enough parallax to build 3-D models which are accurate enough to generate realistic, stable imagery. People will really notice if things bounce around or deform or if you punt on some of the proven and end up with Meta’s leg problem.
The key point to take away here is that AR/VR aren’t one hard problem but a collection of hard problems which all need to be solved for most people to find the experience compelling — all with tight physical constraints.