Looking for omnistereo benchmark CG scenes
I'm looking for benchmark scenes to evaluate/explore various algorithms and approaches to render stereoscopic spherical scenes to images (stereo cubemaps or equirectangular pairs).
The idea would be to have semi-simplistic scenes available in common formats or for all major renderers/technologies for comparison purposes.
The scenes should be specifically crafted to test the common artifacts that these capture and reprojections may yield: stitching seams, discontinuities towards the poles, wrong parallax, missing or faulty screen-space effects, etc.
Do such benchmark scenes already exist ?
I did create test scenes myself but I think it would be interesting to have a rigorous approach to it rather than putting a bunch of solids on a plane, and to have publicly available files so that anyone can perform the tests on their favorite renderer or plug-in.
Various strategies can be explored depending on whether the engine is a path tracer or a real time engine, if we need screen-space effects, and the chosen approach to pole merging…
Here are some examples of renders by various vendors/techs to illustrate the need for comparability (some link to large files).
- Demo stereo cubemaps in OTOY's OctaneVR.
- Demo equirect side by side video in Arnold renderer.
- Demo stereo cubemap in VRay.
- Demo equirect o/u in Blender Cycles test build.
- Test scene equirect o/u in unknown.
- Demo equirect o/u by OliVR script in Unity.
- Demo equirect o/u by eVRydayVR's "360 Panorama Capture" in Unity.
- Demo equirect in Unreal.
I wish we could compare them all on a common ground and also use it to experiment new approaches. Some kind of acid test for omnistereo rendering.
The idea would be to have semi-simplistic scenes available in common formats or for all major renderers/technologies for comparison purposes.
The scenes should be specifically crafted to test the common artifacts that these capture and reprojections may yield: stitching seams, discontinuities towards the poles, wrong parallax, missing or faulty screen-space effects, etc.
Do such benchmark scenes already exist ?
I did create test scenes myself but I think it would be interesting to have a rigorous approach to it rather than putting a bunch of solids on a plane, and to have publicly available files so that anyone can perform the tests on their favorite renderer or plug-in.
Various strategies can be explored depending on whether the engine is a path tracer or a real time engine, if we need screen-space effects, and the chosen approach to pole merging…
Here are some examples of renders by various vendors/techs to illustrate the need for comparability (some link to large files).
- Demo stereo cubemaps in OTOY's OctaneVR.
- Demo equirect side by side video in Arnold renderer.
- Demo stereo cubemap in VRay.
- Demo equirect o/u in Blender Cycles test build.
- Test scene equirect o/u in unknown.
- Demo equirect o/u by OliVR script in Unity.
- Demo equirect o/u by eVRydayVR's "360 Panorama Capture" in Unity.
- Demo equirect in Unreal.
I wish we could compare them all on a common ground and also use it to experiment new approaches. Some kind of acid test for omnistereo rendering.
