Forum Discussion
ArchieAndrews
1 year agoExplorer
Using 360 images for previsual work in accurate real world scale
Hi I have some heavy 3D environments/scenes not originally optimised for VR and thus simply will not render at a performant level and FPS for obvious reasons. Ideally it would be great to take 360 ...
jtriveri
1 year agoStart Partner
The problem with 360 images is that there is no scale to perceive. Because there is no stereo depth perception everything looks infinitely far away. It looks like you're standing inside a giant sphere because you are. Rendering the view at the correct head-height can help, but you really need a stereo 360 representation in order to perceive scale.
ArchieAndrews
1 year agoExplorer
jtriveri Thanks and
stereo 360 representation ? Is that doable? Do you have any information on such?
The reason this is critical for me, is that I recreate fairly detailed (high poly, high material/texture counts) environments related to mining disasters and these up to now have mostly been desktop based on a 1080gpu. Obviously with VR many of the scenes would be too heavy so my rationale was to simply use 360's from the desktop version as merely view points within VR thus avoiding the resource overhead of a 3D scene. Think of them as a chained sequence of 360's that the user views whilst listening to a story telling narrative.
I did look at PCVR as an option thus using the PC Gpu but its not the way I really want to do it.
Any help appreciated!
A
- jtriveri1 year agoStart Partner
One thing I’ve seen done before is rendering a 360 depth map along with the color texture and using that to displace the image sphere. This would also offer some (very limited) 6DOF movement. I don’t know what software you’re using to set up the scene but rendering this depth map should be doable in any mainstream 3D program. You could even stack multiple concentric spheres in layers to avoid stretched faces on the sides of objects. I have never done this myself so I can’t tell you exactly how I’d set this up but I hope may point you in a good direction
- ArchieAndrews1 year agoExplorer
Thanks again
I managed to render to a internal faced sphere instead of a skybox using the panoramic shader in hope that it might allow some minor movement within the scene but it still has the static follow effect when you move your head thus a tendency for nausea if too much movement. I'm going to try see if I can have the sphere compensate the head movements position i.e. Head moves position(not rotation), sphere moves towards headset by the offset. Thus mimicing a small amount of DOF movement. In general the story narrative using 360's the user would be sitting without interactions of any kind.
I know there's no ideal solution here but worth a try.
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