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Crazy you posted this... perfect timing. I'm in the CCTV Security camera industry and we have two manufacturers that make 360 degree view cameras, I'm currently working with one of them to integrate the technology into a new housing; a strap that can fit on your head, so that you can wear the camera and walk around filming VR experiences. I actually came up with the idea when I got my new car and I was driving fast as gently caress to some good music and thought it'd be cool to share this. Can I ask how you're filming this and how you're handling the de-warping features and integrating into VR software? Are you using UE4 or something else? I think I'm going to need help developing the de-warp part of this project for use in VR applications. Currently the dewarp and e-PTZ (pan tilt zoom) work with our DVR/NVR and client software. However there is one Chinese person locked in a closet somewhere that developed this software technology and the rest of them just copy and hack it all together and pretend they made it, so it's hard to make any actual changes to the software code with most Chinese companies. I'd love to get an American or some westerner to help me develop the software side of this project. Are you on the UE4 forums? Some people there have been releasing some VR experiences, however I still don't have an oculus
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# ¿ Dec 10, 2015 18:21 |
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# ¿ Apr 27, 2024 11:11 |
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I have a 12MP 360 degree/fisheye IP CCTV Camera I can get some footage with. I believe the frame rate at that resolution is very low, 7 or 15. However I can get 1080p@30FPS for sure, and maybe 3 or 4MP at 30FPS. I'll take it home this weekend and try to get some footage recorded. I'm wondering how it will work though, because the file type is propreitary until you export as an AVI, and the de-warp happens within the same software that converts the avi. We won't know until we try, but I'll definitely get some footage to you this weekend, maybe in a few formats. I could possibly even leave the camera online and give it a DDNS address and you could log into it yourself if that'd be any help. I can't say if UE4's support is any better or not, but for 3D generated scenes it seems to be easy enough to support VR, plenty of people are releasing scenes on their forums. I've not touched it myself though, and I've not seen any actual video on the UE4 forums yet. I'll send a PM when I've gathered the materials!
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# ¿ Dec 11, 2015 17:58 |
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squirrelzipper posted:Hey a 360 video thread! I just finished a two year contract doing some marketing and sales support stuff for these guys, it's a pretty cool space, lots of innovation. One note on the head mounted camera, we've done very similar projects, watch out for camera movement. Using a gimbal and helmet worked out ok. You want to minimize random camera movements - those lead to barforama moments. That's been a concern of mine as well, I think in an oculus it'd be fine to have head movement, since your eyes would adjust and follow the focal point anyway. But for a youtube, yea, that's shakey. I also, want to make other style mounts/housings for the camera that you could place in a scene and walk away from as well.
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# ¿ Dec 11, 2015 20:15 |
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I'm not going to have that footage today, but I'll get some for sure tomorrow. The raw footage from my camera will come out looking like a spherized mess, the dewarp kind of stretches it back out to normal. So this is going to be interesting. Here's a thread on UE4 for Stereo/Pano exporting I suppose we're not at the stereo stage in 360 degree video just yet though.
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# ¿ Dec 13, 2015 17:41 |
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Hey, no PM so I'll just throw this out here if you still want to test the footage with your software: https://g4direct.box.com/s/juni6h13ds042xhnp3mrx4dknvdyhn99 Sorry it took so long to get footage, so many things got in my way that this fell to the back burner. It's just my empty lobby, nothing interesting. This is only 5MP, not the 12MP model. I don't think it's enough resolution to look very good, at least using the dewarp software that I have. I'm currently developing a 360 degree consumer camera, think GoPro but 360 degree. I hate the Chinese so much because they can't think about the future, only right now... So it's a bit of a painful process but I'm used to it and shouldn't bitch about it. I'm hoping to develop a 360 stereoscopic camera after we release this normal version, but I'd rather bring that product to America but that's almost impossible so we'll see.
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# ¿ Mar 8, 2016 21:14 |
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Please let me know how you like the Nokia. The design looks crazy. Would you say that having less lenses would matter to you? I see a lot of 360 degree cameras that have multiple lenses/sensors, where as ours are only one lens/sensor. I'm not sure the consumer even cares though.
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# ¿ Mar 9, 2016 21:16 |
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Thanks, I'll take any and all input, unsolicited or not! Our 360 degree camera is simple, one image sensor with a super wide angle 360 fisheye lens, there's no mirror at all. So there's no stitching required at all. The problem would be quality after dewarp, but when we use 12MP image sensors we don't really have this problem. 360 degree is easy, it's no big deal, I'm just working on getting a nice consumer model created with all the current competition announcing the "World's First" 360 whatever... Nikon and Samsung are even in on it, but the market cap of the industry is big enough for everyone to get a slice. My main goal and biggest concern is 360 degree stereo. I'm still testing, but to get stereo I think it's going to work at certain forward facing angles, but some angles aren't going to align so well. The FOV is essentially a Venn Diagram with two circles so some angles are going to align better than others. I'm hoping to have some stereo tests done this weekend.
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# ¿ Mar 10, 2016 23:10 |
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webmeister posted:What are people's thoughts on the consumer-grade 360 cameras around at the market? My wife's a travel blogger and we're about to start a multi-year round the world odyssey, and one idea I've had kicking around is that we could supplement her blog with 360 tours of attractions/cities/areas/hotels/whatever, just using a 360 camera and the YouTube/Facebook 360 capabilities. Yes. Do it, it's a perfect idea for a travel blog. People are already doing VR travel to awesome places like Machu Picchu. I'll provide a free sample if you pimp my start up company on the blog. PM me for details!
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# ¿ Mar 29, 2016 19:52 |
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cubicle gangster posted:It's got poo poo for dynamic range, is low res, is incredibly noisy in the shadows and takes about 6 hours to stitch a few minutes of footage. Very clean stitch, but ultimately useless. drat, that sucks for Nokia but it's good for the rest of us I suppose... I hate when people settle, especially with that price tag, drat... nobodygetshurt posted:This is great. Glad a thread like this exists. I sell After Effects templates online, and I'm looking to start making some motion-graphics templates in 360 format. And I'm a little confused with resolutions. Well, I've always understood it to be like a shared pool of pixels. A 4K 360degree camera, without being very strict on the numbers, in theory (not considering aspect ratios and FOVs), should give the user a 1080 view any direction they look (1080(2MP) x 4 = 4K (8MP)) So basically wrapping your total resolution to the inside of sphere or hemisphere.
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# ¿ May 9, 2016 17:12 |
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I'm interested too, I think I know how he got the numbers, though mine are slightly different. Also, why a top/bottom layout? I'm thinking most VR glasses, and most users, are going to be using left/right (google cardboard, samsung, etc). 6144 x 3072 = 18,874,368 which is 18.8 MP, 18.8/2= 9.4MP // Wouldn't you only need 8MP per eye, being 4K for each eye? If 4K is 3840 × 2160 = 8,294,4000 (8MP) then wouldn't you need to calculate the FOV of the video footage and fit that entire FOV into one eye's FOV/Screen at whatever resolution that would work for? So let's assume someone is using a 3 lens camera, each lens at 120 degree FOV, you could essentially make the entire 360 degree screen 4K x 3 ? (120x3 = 360) Which would be 11,520 x 6480 which is actually 74MP which is insane. 74 / 4 = 18.6MP (close to gangsta's 18.8MP, I chose 4 because 2MP or 1080p x 4 = 8MP or 4K) = 2880x1620 I might've actually just confused myself instead... Sorry!
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# ¿ May 16, 2016 18:11 |
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# ¿ Apr 27, 2024 11:11 |
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I was just thinking to be future-proof. I wish 4K wasn't a thing but it is...
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# ¿ May 16, 2016 21:25 |