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3d 360 panoramas for SAMSUNG Gear VR

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  • 3LP
    replied
    Hi guys,

    Still :
    This is one of my test about the new implementation VS the old one of the stereo pano rig.

    Old : http://wip.sbrusse.com/vtour8/tour.html
    New : http://wip.sbrusse.com/vtour7/tour.html

    Anim :
    I'm also working on getting some 360 stereo animation.
    Here is my early test with a stereo render (that is not 360 so the wrapping is wrong but the idea is working) :
    http://wip.sbrusse.com/vtour9/tour.html

    Note :
    You need to have the beta version of chromium with WebVR enable to have the oculus working and be able to kick in stereo mode.
    If you do not have this, then you can force the stereo display by adding "?display.stereo=true" behind the url.

    example :
    http://wip.sbrusse.com/vtour7/tour.h...ay.stereo=true
    http://wip.sbrusse.com/vtour8/tour.h...ay.stereo=true
    http://wip.sbrusse.com/vtour9/tour.h...ay.stereo=true

    Or if you want to access full VR setup, then enable the fake VR mode and click on the goggles :
    http://wip.sbrusse.com/vtour7/tour.html?plugin[webvr].mobilevr_fake_support=true
    http://wip.sbrusse.com/vtour8/tour.html?plugin[webvr].mobilevr_fake_support=true
    http://wip.sbrusse.com/vtour9/tour.html?plugin[webvr].mobilevr_fake_support=true

    Stan

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  • Neilg
    replied
    Here's one of my first tests with an evermotion scene at half res - http://i.imgur.com/y6KqfIO.jpg

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  • 3LP
    replied
    It seems that it has been implemented in the latest nightly.
    I'm rendering out a version to see who it works.
    Would you have a chance to try this out as well and see how this implementation compare to your hand made stitching?

    Cheers

    Leave a comment:


  • deflix
    replied
    Originally posted by cheerioboy View Post
    Cool stuff!

    That is some crazy patience to be working with the strip rendering method
    I've long lost patience for it and have since got a pretty good workflow for baking Vray into the textures of my scene geometry. Reflections are still the biggest issue. I'm waiting for proper Oculus Integration in Unity 5 before I dig into the latest reflection system.

    But spherical stereo panoramas that work out of the box might still be fun to play around with.
    It is fiddly especially as I render 720 0.5degree strips but fun to pipeline, especially with several elements for each eye. Also I actually prefer the quality over the native output for some reason even with the join line - it has a handmade processed quality which is nice (and weird) for a render
    Last edited by deflix; 15-05-2015, 05:26 AM.

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  • vlado
    replied
    This is already in the nightly builds since a few days.

    Best regards,
    Vlado

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  • 3LP
    replied
    So I've been talking to the guys at krpano and they pointed me to some papers to render out true panos that works with a VR set as oculus or gearVR etc

    Rendering two 360 pano is just not right.
    Here are some papers and links talking about this.

    http://paulbourke.net/stereographics/stereopanoramic/
    http://paulbourke.net/papers/vsmm2006/vsmm2006.pdf

    https://forums.oculus.com/viewtopic.php?f=33&t=4613

    It seems that otoy has developed a tool to render those pano automatically :
    https://twitter.com/id_aa_carmack/st...31551304974336

    Vlado, I also notice that using the Vray stereo rig, it actually doesn't render the spherical 360 camera over-ride.
    Would you think you could adapt the VrayStereoRig to be compatible with 360 stereo panos?

    Cheers
    Stan

    Leave a comment:


  • deflix
    replied
    Originally posted by 3LP View Post
    yep
    Well, I'm not against having some offline set that would require a tremendous horsepower to have it build, as long as we can bake it in some sort so that we can view it easily afterwards.

    Mobile are becoming more and more powerfull/robust, and I could imagine that not in too long from now it will be possible to read real-time sort of light-field/point-cloud pre-baked in real-time on those.

    I just wish it's soonish as it's way to nice to play with those things

    Stan
    Well that would be amazing for sure - it is stunning quality.

    Leave a comment:


  • 3LP
    replied
    yep
    Well, I'm not against having some offline set that would require a tremendous horsepower to have it build, as long as we can bake it in some sort so that we can view it easily afterwards.

    Mobile are becoming more and more powerfull/robust, and I could imagine that not in too long from now it will be possible to read real-time sort of light-field/point-cloud pre-baked in real-time on those.

    I just wish it's soonish as it's way to nice to play with those things

    Stan

    Leave a comment:


  • deflix
    replied
    Originally posted by bigbossfr View Post
    Thanks for the links

    Presenz looks great but there is no demo scene to download and try on my dk2 which is surprising and disappointing in equal measure.

    Also these technologies all seem to require some horsepower which negates the advantage of running on mobile VR - with tethered vr we can use conventional engines and surf the GPU curve instead whilst retaining the flexibility of Unity or Unreal for example.
    Last edited by deflix; 14-05-2015, 06:03 AM.

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  • vlado
    replied
    Originally posted by deflix View Post
    I must take a look at the lightfields because a bit of positional tracking would be great.
    Light fields are not the only way to get parallax; see the Nozon video above (at least, I think it's not using light fields).

    Best regards,
    Vlado

    Leave a comment:


  • bigbossfr
    replied
    Hey guys,

    Just some links for you :
    http://www.nozon.com/PresenZ-VR-Movies
    https://github.com/zicher3d-org/dome...ster3D-Install

    Leave a comment:


  • deflix
    replied
    Originally posted by Neilg View Post
    That's just doing the same thing. The vray one works with render elements though so it means we can actually produce real, final images with it instead of raw renders..
    I had wondered if this was the case thanks for confirming. I must take a look at the lightfields because a bit of positional tracking would be great.

    Leave a comment:


  • 3LP
    replied
    Well, oto's light field let you move sideways and back and forward to a certain extend.

    What I though would be something that would keep the same point in space, but just having that subtle change of parallax when you rotate your head. You would not have that data to play with if you work only with one 1 shot pano.

    Leave a comment:


  • Neilg
    replied
    That's just doing the same thing. The vray one works with render elements though so it means we can actually produce real, final images with it instead of raw renders.

    Lightfields do actually work really well though, it's a genuinely astonishing experience. Not sure how doing post work would work unfortunately. At least with 360's we can do post in fusion on a straight image and swap out all the channels to the 360 ones later.
    point clouds seems like an interesting approach, never thought of that. same issue with post though.

    Leave a comment:


  • deflix
    replied
    I am curious to try different stereo shaders and will look tomorrow at vray version - i guess is time to upgrade to 3.0. Im also interested in this one -http://www.andrewhazelden.com/blog/2014/10/render-spherical-stereo-content-with-the-domemaster3d-v1-6-alpha/ and have seen another made for Arnold. It is strange how we revitalise this Victorian technology on the back of VR

    Leave a comment:

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