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Up and Coming
July 4, 2013

/r/CrossView

This subreddit really made me think about the level of detail I'd want in VR games:
http://www.reddit.com/r/CrossView

My favourite so far has to be http://www.flickr.com/photos/ytf/5087152269/

What if indie designers could scan objects like these, maybe with some sort of steadycam+hud device and just have them appear in-game in the max detail the end-user's hardware supports? Artists could be freed to spend their time designing the plot devices and characters instead of so many background props, resulting in a game world which is more believable.

I don't think the engineering aspect would be too difficult with modern techniques. A portable set of gear could be something like a Hydra duct-taped to a stereoscopic video camera, or a Hydra+Kinekt+Cam combo. The video and tracking would possibly be reconstructed as a point-cloud and you'd run marching cubes over it to generate an extremely high-res model. Then you'd simply apply some magic and know-how and maybe leverage some core-competencies to make the textures and decimate the model for export into render-world... Perhaps those panorama-stitching algorithms are dimension-agnostic?

But either way, this subreddit seems relevant to our interests.

    3 replies

    Up and Coming
    July 4, 2013
    nice. though the low res dev kit screen makes for not being able to do super detailed stuff however it seems with the Rift dev kit things do look a bit better up close then they do way far off :-) so.
    ganzuulAuthor
    Up and Coming
    July 4, 2013
    Yup. And you get a better stereoscopic view when you're close, and people will try to look at things up close again even if they learned it was pointless in earlier 3D games.
    Up and Coming
    July 4, 2013
    "ganzuul" wrote:
    ... Perhaps those panorama-stitching algorithms are dimension-agnostic?

    Stereoscopic panorama stitching requires finding matching "landmarks" in both images, and warping them vertically while viewing. There is a lot of research and many examples on the net.

    Try this one, but change the view to SBS wide-eye with the buttons in the upper right corner:
    http://www.3dpan.org/3d/40629-40633-201-201

    More information:
    http://www.mtbs3d.com/phpBB/viewtopic.php?f=138&t=16502
    http://www.stereopanoramas.com/blog/
    http://www.3d-360.com/
    http://www.calit2.net/~jschulze/publications/Ainsworth2011.pdf
    http://www.disneyresearch.com/project/megastereo/

    And of course, what has Paul Bourke NOT gotten his hands into?
    http://paulbourke.net/stereographics/stereopanoramic/
    This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.