Vuze Camera RAW resolution

Spherical video is tricky. The process of stitching together multiple images to create a equirectangular projection image doesn’t give you an exact image resolution. So what resolution should I be outputing my video to? Too low a resolution and you’re loosing detail. Too high a rendered resolution and you’re wasting bandwidth as no more details are created when an images is scaled up.

In using the new Vuze Camera from HumanEyes, I wanted to figure out what the ideal rendered output should be to maximize image quality and minimize file size waste. It’s easy to output to 4096 x 4096 px and be done with it, but that resolution of is not easily playable by most devices today, and it may be a waste of bandwidth.

So the goal is to get a ballpark idea of what the final rendered resolution should be based on the data recorded by each sensor, in order to retain as much detail as possible from the raw footage to the youtube file as possible, in order so the viewing experience is as sharp as possible when viewed in 3D 360º, without wasting extra file size.

The resolution I came up with is 3200 x 2880 pixels. Read on to find out how I came to that conclusion.

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No Comments Video, VR

CPUs, GPUs and benchmarking

Recently bought a GTX 1060 3GB GPU to use with an HTC Vive for VR games. The GPU worked well with an AMD FX-8130 CPU and 8 GB ram. Most games needed the settings to be turned down nearly to their lowest settings to allow the game to run at 90+fps so there would be no hickups in the video in the VR headset.
Because of this limitation, I was keeping an eye out for other GPUs, and came across a good deal on a GTX980Ti. Even thought this is one generation old (Maxwell architecture, vs the new Pascal which is what the GTX1060 card is).
I bought the card, brought it home, installed it, and saw virtually zero performance improvement in the games I tried. Imagine the disappointment. I just spent a few hundred $$ to gain zero performance 🙁 Read More

No Comments Computers, VR

Future of 360deg video

Ever since I bought the HTC Vive, I’ve been very interested in the current methods of capturing moments that can then be re-played back at a future time.
There is of course 360deg video, which gives you a flat spherical 2D image/video of the world around the subject at the time of recording. One better is 3D spherical video which gives 2 separate 2D video streams (one for each eye) to give you the feeling of immersion, by providing your brain with depth information due to giving each eye a separate image.
And that’s it.  Well there’s video games, but that’s not really a recording.

Part of the immersion that VR gives you is the ability to see the VR space from your own perspective. Being able to look around is one ingredient to the immersion. Another layer to that is the ability to translate oneself laterally (move around) the environment.

I want to record the moment as a three dimensional scan of the environment. Upon playback you are afforded not just 360deg view but also ability to move around the scene to view the moment from different angles. And what if the moment captured wasn’t a snapshot in time, but rather many moments captured sequentially (like the frames of a movie) through which one could navigate and watch from any perspective?

This would not be a ‘video’ stream per say, but rather a data stream of three dimensional polygon data that would then be reconstructed at the time of playback.

Now the question is, how to accomplish this… …to be continued.

 

No Comments VR