Preview Jaunt's Made-for-VR 360 Degree, 3D Short Films 26
An anonymous reader writes Jaunt, a company that's raised more than $34 million to create a platform for live-action cinematic virtual reality experiences, has set out to demonstrate their toolset by producing three made-for-VR short films that are shot in 360 degrees and in 3D. Road to VR has an exclusive preview of the films, which the company says will have interactive trailers released very soon for Oculus Rift and Android (for use with Cardboard and other smartphone VR adapters).
What is it, an ad? (Score:4, Informative)
If it wasn't, it could have mentioned also the Samsung Beyond camera project [theverge.com] or the Panocam 3D [panocam3d.com] or 360heros [360heros.com].
Oh well...
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Technically, this is quite do-able. Then again, consider what a dud 3D TV was.
Headgear for a game, like an FPS shooter, should be fun. But for passive watching, it's too much work.
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3d tv was a dud because tv sets were in a bubble. it takes at least 10 years for someone to want to replace a perfectly fine tv set. 3d films are expensive are large enough that many of the 3d bluray are unable to use a single disc. flash memory is up to 128 GB in sd card format which makes it about as capable as a quad layer blu ray. 360 degree degree 3d films are huge on resources to create and store, though gpus can render worlds in realtime saving the need to store them, but rather to store the bookma
360 3D (Score:2)
"shot in 360 degrees and in 3D"
Intuitively, this is impossible. Let's RTFA... Nope, I can't find that claim.
Ok, time to use the "Ask the Audience" lifeline: How does one shoot 3D in 360 without it needing an infinite amount of film?
360 3D (Score:1)
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If I get what you mean it's something like, for example, put 8 360 cameras in a cube with a vertex length equal to distance between eyes (although 4 cameras in a tetrahedron pattern should work). This way, you always have a 3D view on all directions, by choosing the right pair of cameras.
The problem is that, to avoid viewing the other cameras the system would have to switch points of view for each eye as the person looks right and left, for example.
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If you have a camera which can record 360, then there is no need for a second camera to get 3D, provided your camera's point of view moves around in a circle about the size of a human head.
While rotating a head 360 (do not try at home), there is no point of view which is exclusive to one eye. At some point your left eye will see the same thing your right eye saw a couple degrees of rotation earlier (or later).
So you should have all the visual information you need from a single 360 recording.
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You could, if it's rotating around you at 30 or 60 or however many frames per second you want your film in. Of course, you can't just save the raw data for that. If you wanted literal direct camera data for all points and if we say a person can perceive a rotation of 0,1 degrees (it's probably a lot less than that) then a 30fps movie filmed by a rotating camera would actually have to film at 108k FPS (and a 60FPS movie at 216k FPS) to capture the view at each perceiptible point along its travel. Clearly tha
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Specifically two cameras? Why? If you're picturing simple stereoscopy, that doesn't work if the viewer can turn their head.
If we're talking turning the head on just one axis, I picture something along the lines of a single camera sweeping in a horizontal circle at 60rpm (or two cameras at 30rpm, 3 at 20 rpm, etc, or any equivalent non-rotating setup using many sensors). The rotation (or virtual rotation) would be around an offset axis, where the center of rotation is the center of rotation of a human neck a
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Assume they have numerous cameras on the surface of a ball, with significantly overlapping fields of view. The reconstruction phase would be where the difficulty lies - normal image stitching wouldn't work, because it assumes one single optical centre for all shots, and treats deviations from this as an error to be smeared away. However in this case you need to use the varying optical centres of the cameras, to gain parallax / depth information. So it becomes a photogrammetry problem, recovering 3d points -
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Ok, time to use the "Ask the Audience" lifeline: How does one shoot 3D in 360 without it needing an infinite amount of film?
It's not 3D in 360. It's stereoscopy in 360.
You know Google street view where you can rotate around 360 degrees? Well it's like that but shot with 2 cameras for 3D effect.
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You know Google street view where you can rotate around 360 degrees? Well it's like that but shot with 2 cameras for 3D effect.
Or to be more exact, it's like Google street view when you right click and enable 3D mode
So how is this different fro QuickTime VR? (Score:2)
Seems the same as a product released by apple in 1994 -- 20 years ago.
http://en.m.wikipedia.org/wiki... [wikipedia.org]
So how is the XM25 different from a hand cannon? (Score:2)
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It's the same 360 but with the added 3D effect (stereo actually).
It's not true 3D and it doesn't need to be. (Score:5, Interesting)
Yes, you can technically make 360 degree 3D. You can even make it work even when the viewer tilts their head, if you have a ball of cameras and the right software to correctly adjust the view for each eye in real time according to head position. Jaunt's camera is not a ball. It's a disk. Yes, it could still be accurate 3D as long as you don't tilt your head. They say it's 3D, but it's not very high quality or convincing. In fact I wasn't able to tell if it was really 3D or just seeing the same view through both my eyes.
That being said, they do not need to have it in 3D at all. VR is already *very* convincing without 3D and the effect of parallax disappears at 20 feet or so. I didn't feel it was required at all for the demo videos they showed me.
I built my own 2x4K VR camera, specifically designed for accurate 3D, and demoed alongside Jaunt in Boston. It's got 90x170 degrees FOV, which is more than enough to cover the DK2 horizontal FOV, and almost enough to cover its 100 degree vertical FOV. For one of my demo videos, I put peanut butter under the camera and recorded my dog licking it. Everyone responded the same, putting their arms up in front of them to wave him away. There were some squeals of delight. That's the point of 3D VR, in my opinion - accuracy and proximity, to make you really feel like something is there in front of you. Otherwise you might as well just go 360 and not sweat parallax accuracy, like Jaunt did.
I was getting ready to sell my cameras, make movies, and work with other people improving the rig design, but honestly I thought there'd be more talent and interest to work with. Boston really isn't anywhere close to being a Silicon Valley of the East. And I say that being an MIT graduate myself.
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This is not an ad. Early VR projects are interesting, and this post (even though it could be used for publicity) belongs here.
That's exactly why it is an ad. They should have mentioned other projects in this area and maybe compare them. Then it would be a lot more interesting.