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Is VR movies impossible to implement

wazzoz99
Honored Guest
I just dont see how you could incorporate cinematographic devices and camera positions to a VR environment unless the film takes place at first person view that is restricted by the protagonists perception
And even this would be disorienting and fraught with motion sickness as you are essentially not in control. Can anyone refute this. Are there any developers challenging my contention.
4 REPLIES 4

Nukemarine
Rising Star
You're limiting yourself. Imagine a play at many dinner theaters. Sometimes the performers are on stage, sometimes they're around the audience. At the minimum, that could easily be filmed by 360 degree cameras (more difficult if you insist on stereoscopic 3D), wide FOV cameras with tricks to fill in the remaining 360 degrees, and is more than doable in rendered 3D since many cut scenes are done in that fashion.

Now, it's not VR to show filmed or pre-rendered movies on the Oculus Rift. What you're doing is just enlarging or removing the edges of the screen. As one assumes the viewer is not getting up and trying to take part in a scene (hence making it interactive), it's more than doable to frame shots so that the action is focused in front of the viewer for the most part. Care must be taken to follow the rules of VR so allow the viewer to move, have a body, don't control her head, don't rapidly switch scenes, etc.

kernow
Heroic Explorer
I would say the best way to implement VR movies/shoes/performances is to approach it like a theatrical play in which the audience-of-one is seated on the stage. Most of what is happening is toward the front of the where the person's seat (no actual VR seat is needed, just to be clear), but occasionally stuff can come from behind (much like a character in an action movie can suddenly come from the invisible "behind" of a movie frame). In this kind of scenario, one feels as if one is observing an event much like a passerby on the street that nobody in the action happens to notice is actually there.

In truth, VR movies/shows/performances will have to learn its own new rules, just as early movies had to learn its own rules instead of the movies relying on what had worked for stage plays. (You should take a look at the history, frustrations, and revelations that early movies had if you are interested in this; it may give you some idea of what VR will have to face, and may point to some clues on how VR can shorten its learning curve in this arena.) In a way, VR movies may, in effect, go full circle back to the techniques of the stage play that movies learned that they could often ignore. Although, in another sense, VR may go a route of blending concepts from both stage and silver screen. Movies which act like first-person-shooters may have to be more reliant on movie techniques while movies that act like conventional movies may have to, ironically, rely more on stage plays.

Calanar
Honored Guest
Sure. You find a way to make a 360 degree camera with stereoscopic recording. From this you extract a 3d image in all directions with enough latitude for the person to move within a foot or two (allowing head position movement) and look in any direction. Having done this you will then not get motion sickness and allow the person to look in any direction they want. You risk missing something but then that is one of the new challenges of you are there kind of experiences. Would you rather watch the movie or feel like you were a witness to it?
Michael Tenery, Software, RPG and Game Developer. Imagine Role Playing: http://www.role-playing.com

kernow
Heroic Explorer
"nukemarine" wrote:
Care must be taken to follow the rules of VR so allow the viewer to move, have a body, don't control her head, don't rapidly switch scenes, etc.


Very much agree on this. As examples, watch some 3D videos on YouTube using the Rift and VR Player (I often use 'dome' projection). The ones where the camera is moving around are almost always nauseating. But the great ones that Cymatic Bruce did at CES 2014 were very well done (even if they aren't (360x360° full environment views which the OP is speaking of). Cymatic Bruce used a tripod and avoiding moving the camera. You were still able to look around at what part of the screen was within frames, or look at who was talking, as if you were casually standing in the room with Cymatic and his interviewee. It was not the involuntary rollercoaster ride one gets with most other 3D videos on YouTube.

Edit/Post scriptum:
Suggested Cymatic Bruce CES 2014 videos include:
https://www.youtube.com/watch?v=2Z5o8R35-DM CB meets Oculus Rift Crystal Cove
https://www.youtube.com/watch?v=Kou99GgXOjs CB with Avegant Glyph