Forum Discussion
Fragilem17
10 years agoExplorer
Thought experiment on stereo 3D and depthmaps
Hi Guys, I've been studying on how to make my own 360 stereo pictures and video. There are some great ones in Oculus Home on samsung Gear. used VR player and others to evaluate 180/360 stereo vid...
Fragilem17
9 years agoExplorer
I have both the rift and the GearVR to test with, i also really want the tech to use it in the next project.
I don't have the skills to write the shader though, but might give it a try later. If anybody can help? :-s
i'm guessing what we would need is a shader/material that does this when added to an inverted cube.
(using Unity)
take 6 textures for the left eye (1536x1535 each to make full use of the S6/Note4 resolution)
take another 6 for the left eye depthmap (greyscale images i guess)
6 for right
6 for right depth
Then some sliders to control/multiply the depth and stereo effect.
The shader should be compatible with Unity's VR sytem so there is no need to have 2 cubes/2cameras and culling masks.
I've attached a gif where my "workarround" for now is in. i've rendered multiple stereo cubes to have the parallax effect, it adds a great deal of realism, but you're also very aware of the stuff that is not correct. it only works if you have object with a clear space between them...
I don't have the skills to write the shader though, but might give it a try later. If anybody can help? :-s
i'm guessing what we would need is a shader/material that does this when added to an inverted cube.
(using Unity)
take 6 textures for the left eye (1536x1535 each to make full use of the S6/Note4 resolution)
take another 6 for the left eye depthmap (greyscale images i guess)
6 for right
6 for right depth
Then some sliders to control/multiply the depth and stereo effect.
The shader should be compatible with Unity's VR sytem so there is no need to have 2 cubes/2cameras and culling masks.
I've attached a gif where my "workarround" for now is in. i've rendered multiple stereo cubes to have the parallax effect, it adds a great deal of realism, but you're also very aware of the stuff that is not correct. it only works if you have object with a clear space between them...
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