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Up and Coming
October 9, 2013

360x180 CG Renders

I'm facing a problem when rendering any pair of equirectangular images from inside a 3D modelling package (Maya in my case, but no doubt the same issues apply to many different packages). The attached (side-by-side format) image is an example. I'm hoping the good folk on this forum can help.

I render out my panorama (I use the Lat-Lon Mental Ray lens plug-in) and it looks as you'd expect. Looking at it through the excellent VRPlayer, it works well. I then shift my camera to another position approx 6.5 'virtual' cm to the side of the first position and re-render. Again this panorama works fine on its own.

I was hoping that I could just place these x2 renders side-by-side (as they are in the attached example) to make a 3D version of the scene. Not so. What's happening is that the 'forward' view works fine but the depth gets reversed towards the peripheries of the image (which just looks bad) until the 'back' view is completely inverse (and so look pretty much OK again).

Logically I can see that the reason is that the 'Right camera' becomes the 'Left camera' as it renders the part of the view directly behind itself. However, I haven't got a clue how to fix it and output an equirectangular panorama that works in 3D. Help!

    165 replies

    Up and Coming
    January 26, 2014
    "cheerioboy" wrote:
    hey mediavr, do I have this right? I'm trying to take your resolution change and adjust it for various sizes --
    all sizes are 360 slices, at 1 fov

    1800x900
    - Set Output Size, Width: 5, Height: 900 - (5 pixels = 1800/360)

    HD'ish, 2160x1080 (1920x1080)
    - Set Output Size, Width: 6, Height: 1080

    4k'ish, 3240x1536 (3072X1536)
    - Set Output Size, Width: 9, Height: 1536

    I got it? I'm doing some internal tests but afraid to go higher res and have them be screwed up :oops:


    Cheerioboy, hope you don't mind me posting your work on the reddit page for Oculus. Looking forward to see what you can generate.

    I wondering a few things. One is have you been testing out Depth Map option which is discussed in this thread. I only found out about it today, but it seems to work great for VR Player. Edit: Seems I've been misunderstanding how effective depthmap can be. The more 3D you give it, the more artifacts you create. Sorry about that.

    Two is can you create an scene that has the grid layout, but with a 1.8 meter pole or character positioned further and further away at 3 meter intervals (maybe in a slight curved pattern so each object can be seen fully ). Then recreate this at different heights as the person turns around the scene. In front of me, all the characters are ground height, 45 degrees to my right, they're 1m off the ground, 90 degrees to my right they're 2m off the ground, etc. This then creates something visually that people can use to adjust their 3D viewer settings such as changing their FOV and horizontal seperation.

    Three, if you can do the above, can it be rendered in a Cube, Spherical and Cylinder layout in Mono, Over/Under, and Depth Map. My thinking is Stephane who created VR Player could use such renders for his Samples file which to me would be vastly superior to the current images he's using (cylinder view of a hallway, spherical view of a city street).
    Up and Coming
    January 26, 2014
    nukemarine, share away :)

    I'm now re-designing the scene based on your feedback - i have an array of human figures that go out into the distance, as well as spiraling up. Added some color shifting to make them easier to spot. I also displaced the ground to add something interesting to view there. Any other suggestions before I start rendering?

    I've attached where it's at, along with a depth map for you to check out. That post you linked is my post :) - I've been using the method of a single spherical render along with a depth map for several projects at work. As much as I hate the fact that it does a poor job, it's the easiest way to output images for client review within the short time frames that I'm given.

    I hope to perfect this slice method and start pushing out renderings to win more people over and hopefully development in cameras that automate this process!
    Up and Coming
    January 26, 2014
    Thanks Cheerioboy. Just as I thought, I really over-estimated how effective depth maps could be in this. The 3D scene itself is really trippy and a little upsetting if you imagine as if you're being judged by mannequins. If you're able to post a Left Eye/Right Eye render like you did above it'll be great. I'm kind of tempted to learn how to do this myself now, though I don't know how well my laptop will pull it off.

    Here's the combined image for anyone that wants to try it out in VR Player, but the 3D Depth Map effect is not very good.
    Up and Coming
    January 26, 2014
    update! http://imgur.com/a/yj1y0
    edit: http://imgur.com/a/YsFc9 (precompiled a few - had trouble uploading the 8k image w/depth map)

    So I rendered both the left/right version at 8k, and then the single pano w/depth map. I figure with the largest size, you can scale it down in increments and save them out to determine what size is optimal for viewing with the Oculus. So I'd be interested in seeing how well the image holds up - 720hd, 1080hd, 4k & 8k -

    Something strange happened to the card floating below the view - in the left & right renders it rendered strange, while in the single pano you see the gradient of color on it properly... hmm.

    Are these left/right renders looking alright? I've wondered about whether the cameras need to diverge on a focal point. At the moment they both point straight ahead with no crossing. I think it's called parallel vs toe-in, like Paul mentions here, http://paulbourke.net/stereographics/stereopanoramic/.

    I've mentioned to VR Player that they might include a way to shift one view to create this toe-in, if it is indeed something needed for proper viewing.
    Up and Coming
    January 27, 2014
    Cheerioboy,

    I checked all seven versions. The depth map setting does not seem good for this type of scene. As I know almost nothing about it, I don't know if it depth map works best with large objects up close with minimal or zero background. It worked with the flower in the VR Player sample folder and sort of worked with the teacup render.

    With the S3D, it looked great and had no problem seeing depth. There were rendering artifacts such as a purple line on the two-tone human, the reflection in the T-Rex seemed pixelated. There seemed little benefit after x1080, but I think that's the limitation of the developer kit resolution. Anyone that has as HD prototype or better will be able to say if it helps. I recommend that you save these as over/under both to help with image servers (might limitations on maximum dimensions for uploads) and to make the thumbnail easier to view (OU allows for larger thumbnails since it's scaled to the longest dimension).

    If anything, the S3D shows that this scene has too many humans in it beyond what's needed to determine depth. Perhaps just humans on the ground level that spiral out into further distances, but with lots of spacing inbetween so there's no overlap. Throughout the scene, like you did here, put in other objects for scale (except for a banana). People can do the left/right eye blink to see the offset.

    I also noticed the spherical layout of the image at the bottom of the render. Did you put that image there to help determine how the slicing is doing during rendering? It's a minor distortion compared to how cool the stereoscopic 3D in the rest of the scene looks.
    Up and Coming
    January 27, 2014
    nukemarine, for the depth map setting - did you try playing around with the max offset within the settings / effects ? You should be able to dial the offset to something view-able. But you're right, it's not effective in selling you on the depth.

    I think what works best for gauging the depth is setting an indoor scene with more objects that are closer to you - distinct near, mid, and far objects - I'll see what I can do going forward. I have plans for a side project that I'd like to render in stereo pano.

    I believe what sells depth the most is having subtle parallax shifting, as your head sways around you see tiny bits of parallax in your environment. I know with the new Oculus setup this would now be a possibility - I just don't know if there will be an easy way to setup a rendered scene to take advantage of it - maybe through having a stereo pair & depth maps to further distort the images based on head shifting.
    Up and Coming
    January 27, 2014
    I was viewing the images rendered and noticed that the ground right below the viewer does a bit of a twist. I'm guessing this is unavoidable? Will do a simpler test to show it - and see if it's only affected from the higher resolutions

    Too bad there's not a easy way to cycle through images with VR Player - I'd love to compare the left/right renders vs the depth map so really see the difference. Also interested in separating the eyes further. It might make sense to exaggerate the eye distance to create a more pronounced feeling of depth.
    Up and Coming
    January 27, 2014
    To see the differences open two instances of VRPlayer. Just Alt+Tab between them.

    What are the VRPlayer settings to see an over/under depth map shown with Anaglyph?
    Up and Coming
    January 27, 2014
    @ j1vvy

    Genius! I'll give the ol' alt+tab a go :)

    I'm not very familiar with anaglyph images and VR Player, but I don't believe you need a depth map. For an anaglyph image you'd set your media settings to: Mono / choose your projection preference / Anaglyph
    Up and Coming
    January 27, 2014
    "cheerioboy" wrote:
    @ j1vvy
    I'm not very familiar with anaglyph images and VR Player, but I don't believe you need a depth map. For an anaglyph image you'd set your media settings to: Mono / choose your projection preference / Anaglyph


    Although I am making content for the Rift, I don't have a Rift yet. I am using Anaglyph glasses to view the images in 3D.

    I think it is a bug in VRPlayer
    Anaglyph should be a viewing method under Device -> Layout But it is listed under Media -> Effect instead.

    My current method of looking at over/under with Anaplyph glasses is:
    For anaglyph glasses:
    Media -> format -> Mono
    ---------> projection -> Sphere
    ---------> Effect -> Anaglyph

    Device -> Layout -> Mono
    ----------> Distortion -> None
    ---------->Tracker -> Mouse

    Tools->Plugins->Effects->Anaglyph
    ----------> Stereo mode -> Over / Under
    ---------->Anaglyph type -> Red-Blue