Forum Discussion
mediavr
11 years agoProtege
Stereo textures
Does anyone know a Rift supporting 3d engine that supports stereo textures. BSContact Stereo has 3d textures , also Panda 3d, but they dont support the Rift yet. Panda3d has a page in the manual on it
https://www.panda3d.org/manual/index.php/Stereo/Multiview_Textures
and there is work in progress on Rift support
https://www.panda3d.org/forums/search.php?keywords=oculus&searchx.x=0&searchx.y=0&searchx=Search
There are interesting possibilites with stereo textures I think -- like a 3d gallery with stereo pictures on the wall
VR Cinema has stereo (video) textures. How is that done? Is it a Unity3d app?
https://www.panda3d.org/manual/index.php/Stereo/Multiview_Textures
and there is work in progress on Rift support
https://www.panda3d.org/forums/search.php?keywords=oculus&searchx.x=0&searchx.y=0&searchx=Search
There are interesting possibilites with stereo textures I think -- like a 3d gallery with stereo pictures on the wall
VR Cinema has stereo (video) textures. How is that done? Is it a Unity3d app?
13 Replies
- raidho36ExplorerWhy not just use 3d models instead?
- DaveAHonored GuestA quick thought: If I were doing this in, say, Unity, I would put the 'right' part of the stereo texture in a 'right' layer, and the 'left' part of the stereo texture in the 'left' layer, and have the OVR right and left cameras set up to handle left and right layers accordingly.
- MatlockHonored GuestI read the article. I don't know if I totally understand this, but I don't think this will work. A stereo texture I am assuming is a left and right rendering of a bumpmap. Because you are fixing the cameras position to generate the left, and right view, that texture will only look correct if the games camera is in the sweet spot, ie close to the position assumed in the texture.
Considering all the seam issues with bump, and normalmapping already, I think this will have even more seam issues. :geek: - SqorckHonored GuestOk so here is the thing. It can work, in the same way 3D video does in the rift. By filtering which eye sees which texture. This really only will be effective with vertical items, such as pictures, paintings, and other wall mounted items. It doesn't have to use normal mapping or bump mapping, all you do is make say a picture frame on a wall and then have a plane that has the stereo texture for the left eye and filter it so that mesh is only visible via the left camera, and do the same for the right. So long as you don't tilt your head you should get a very unique effect, as if it was a real stereo image.
- cwm3DHonored GuestHello!
Last year, I created a gallery that does this! It's called "Walls of Perception". It includes pictures from 3D photographers, and some 3D objects. The objects were converted from data scans from The Smithsonian Institutions X 3D collection (http://3d.si.edu/)
Here's a couple of screenshots. In the Rift, all the images are fully stereoscopic. As far as we are aware, this was the first VR3D gallery of it's kind. (Truly stereoscopic)
Best Wishes,
Chris W. Morris - machineelfHonored GuestThis looks very nice.
- cwm3DHonored GuestThank you very much! 3D artists will appreciate a new market of 3DVR enthusiasts.
This is a way to experiment with stereoscopic projection on multiple planes, simultaneously. The effect is striking, but really needs the higher resolution of the DK2 (Crystal Cove, etc.). I'm really excited to see this in it's full glory. :ugeek:
Included are 34 stereo (68 total) images. They can been streamed from the web, but it's best to compile them into the project.
---
Notes: This was done as described above. I setup 2 layers for Left/Right (A/B) views and set them accordingly, with culling on the respective cameras. Further, stereo images must be aligned properly. Complicating matters, our source images were not standard sizes. I allowed Unity to scale the images in some cases, and have been impressed with it's management. The credit tags include Normal Maps, and they display properly from a reasonable distance. Ideas are welcome. - cwm3DHonored GuestI posted an updated demo link in a new thread:
viewtopic.php?f=33&t=8133
* 39 Stereoscopic Pairs (78 Total Images)
* Objects From: Smithsonian X 3D - http://3d.si.edu/ (Converted to lower resolution for VR use)
Thanks to devs on this forum for encouraging progress! - RiftologyHonored GuestWhy not just use 3d models
- MrMonkeybatExplorerAs you get closer and further away from an object stereo paralax increases and decreases. Such a texture also asumes your head is perpendicular roll your head on its side and it will look odd. Basically it wil look like what a 3d TV or anyglyph looks like as you move you head around them. I suppose you could use one of those 360 spin GIFs to show a different image to cameras at different angles but it will still have odd distortions at different distances, go 2d if you turn your head on its side, and turn to look at you if you go above or below it like a billboard sprite.
So generally it will be best to instead use 3d models, tessellation, and displacement wherever you can.
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