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question about Virtual Reality stereo lenses in 3.2
Posted: Wed Jan 27, 2016 10:24 am
by choo-chee
hi ppl,
I use 2.7. I have a client that may want to create a VR tour such as those for google cardboard
https://www.google.com/get/cardboard/
https://www.youtube.com/channel/UCzuqhh ... zMuM09WKDQ
of course with no moving people etc. - it's just interiors.
Do I actually need 3.2 to render such VR interiors with stereo lenses ?
As for now I told my client that I'm checking if it's possible.
thanks.
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Tue Feb 02, 2016 11:19 am
by choo-chee
no one ...?
well I gave my client a high quote.
if he accepts, I'll upgrade and pray for success...
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 10:43 am
by jensth
You can do it by simulating the way you would do it in real life. Take enough photos to cover 360° and stitch them together in PTGui or a similar program.
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 10:58 am
by choo-chee
thanks for the reply, however I already know this.
Cardboard means 360 stereoscopic video....
so do I have to use v.3 special camera "Lat-Long Stereo lens" (looked inside the docu.) with 25 fps and full HD, that's like tons of render farm time, right?
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 11:31 am
by Mihai
25fps? It's a 360 stereo animation you want to make or just a 360 stereo still image of an interior? You need the 3.2 camera functionality because it's a little more complex than simply placing two cameras side by side.
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 11:43 am
by choo-chee
yes they want animation, I've explained there's no (video) action in an interior...but they think they know better. they always know better. so what if I'm an architect , 20 years doing arch-viz....
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 12:26 pm
by jensth
I would take a look at using Unreal Engine for this. You'll spend weeks doing this in Maxwell.
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 12:32 pm
by choo-chee
thanks.
I've though about it but I know 0 with unreal, and maxwell's quality is unmatched by any render engine, and I'll not lower my work quality...I'd rather lose the contract.
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 12:40 pm
by luis.hijarrubia
choo-chee wrote:yes they want animation, I've explained there's no (video) action in an interior...but they think they know better. they always know better. so what if I'm an architect , 20 years doing arch-viz....
If there is no action in the scene, how would they notice if you rendered a video or just one frame and repeat it 25 fps?
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 12:46 pm
by choo-chee
I thought about it too, but they want the camera to constantly move in the interior, while the costumer uses google's cardboard to look around - during that movement...some kind of a gimic no more. expensive one.
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 1:36 pm
by luis.hijarrubia
Ok, so it's like those Roall coaster demos, where the camera moves itself but you can look around.
With no stereo would be as easy as having a 360º render per frame. But with stereo you can't do it with 2 360º render, but need stereo render on each direction (at least 6 for a cube) and compose that image. The minimum i see is 6 directions * 2 eyes * 25 fps = 300 renders per second. That seems a lot. And 25 fps it's a very low profile for vr anyway.
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 1:45 pm
by choo-chee
thanks all
guess I'll try and make him choose the "photo sphere" option...
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Wed Feb 03, 2016 2:47 pm
by Nova66
The other thing to consider is that photo spheres need to be done at quite a high resolution. I've prety much settled on 8192 x 4096 pixels and if you're doing a Stereo Lat-Long render, that's two of those per frame of animation.
Andrew.
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Mon Feb 08, 2016 12:54 am
by PA3K
choo-chee, You have more options. If client don`t know exactly what he wants, You can guide him wherever You want. Stereo lens in 3.2 works the way, that it create 360 degree static stereo panorama. With equipment like SAMSUNG GEAR VR or GOOGLE CARDBOARD You can view these panoramas as You were "there". As these devices doesn`t have space positioning, You can not make walkthrough simulations, just static. Samsung GEAR VR with galaxy S6 has AMOLED display with resolution of 2560x1440. This resolution has to cover two separate images with 96 degree of view, so maxwell output should be 1280 pixels per 96 degree. Single 360 degree image is then 4800x4800 pixels. Ideally for each display pixel it should be 2x2 pixels picture sample. That means 2x 9600x9600 pixels for stereo panorama with samsung S6. Samsung S7 will have 4K display. You can calculate output with the same math. But there is more complex situation as these stereo lens output is mapped distorted image and there is NO stereo at "poles" - up and down. Other problem is hardware to play those panoramas even it can be compressed in real time. I wanted to try this because I work with interiors too, but as it is not cheap for me I decided to wait for S7 at least... And as I looked on unreal engine - it is compromised quality compared to maxwell. So for today You can try static precomputed stereo from maxwell, or try to find software/hardware combo for walktroughs but with compromised quality...
We wrote more about stereo lens problematic in this thread
http://www.maxwellrender.com/forum/view ... 37&t=43711
Patrik
Re: question about Virtual Reality stereo lenses in 3.2
Posted: Mon Feb 08, 2016 1:13 pm
by Mihai
choo-chee wrote:they want the camera to constantly move in the interior, while the costumer uses google's cardboard to look around.
Hope they don't forget to tell people to sit down while viewing that or they might need a bucket on standby....