360 degree video support

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whelanweb
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360 degree video support

Post by whelanweb »

Hi All

I have a quick question on 360 degree videos. I am thinking of purchasing this new camera when it comes out in September http://www.geonaute.com/camera360/ and I'm wondering how easy would it be to make the movies watchable with the rift.

I have seen the following http://www.youtube.com/watch?v=GSULjxY9yuM and the movie used in that is a time lapse so I don't think the 25 frames a second for the geonaute camera will be an issue.

This link is from the man himself on the issue http://www.youtube.com/watch?v=RhR3neG2ZHw

With a bit of good programming do you think its possible to map the Rifts tracking inputs to the directional inputs for the video ?
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Namielus
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Re: 360 degree video support

Post by Namielus »

Trivially easy.
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whelanweb
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Re: 360 degree video support

Post by whelanweb »

Thanks. Looking foward to getting my camera in september and giving it a go.
polygonwindow
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Re: 360 degree video support

Post by polygonwindow »

http://vrplayer.codeplex.com/

Its in alpha still, but Rift tracking is enabled. 360 looks fantastic already. The Geonaute cam is pretty low resolution (2048x1024 @25fps), though very cheap. In my experimentation with the rift and 360 video, the minimum for a pleasant experience is around 4k. An array of 6 gopros is the optimal camera system if you can afford it!

http://freedom360.us/
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BOLL
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Re: 360 degree video support

Post by BOLL »

I have had my eyes on the Geonaute 360 myself :P I have emailed them about the Oculus Rift, and that I want a higher framerate. Resolution will have to do for now, it's the first generation of the hardware, but I'd love an integrated 360 camera for consumers that could deliver phat video.

From what I understand doing it the 6 gopro way is a hassle, exporting all videos as images, sitching them in ptgui and then merging it to a video again. I usually tend to record tons of videos, quantity over quality :x so I need a streamlined process haha.

I am also interested in cube-mapped video, wondering if it will have less distortion or suffer from seams due to compression... it should be better for details, no? Oh well, now shutting down le brain, too spammy thoughts.
polygonwindow
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Re: 360 degree video support

Post by polygonwindow »

BOLL wrote:I have had my eyes on the Geonaute 360 myself :P I have emailed them about the Oculus Rift, and that I want a higher framerate. Resolution will have to do for now, it's the first generation of the hardware, but I'd love an integrated 360 camera for consumers that could deliver phat video.

From what I understand doing it the 6 gopro way is a hassle, exporting all videos as images, sitching them in ptgui and then merging it to a video again. I usually tend to record tons of videos, quantity over quality :x so I need a streamlined process haha.

I am also interested in cube-mapped video, wondering if it will have less distortion or suffer from seams due to compression... it should be better for details, no? Oh well, now shutting down le brain, too spammy thoughts.

The workflow has been a pain in the ass until the last couple of weeks when these two software packages were released...specifically designed for stitching gopro array 360 footage:

http://www.video-stitch.com/

http://www.kolor.com/360-video/autopano ... tcher.html

Both packages will also support syncing the cameras through audio. Both also support GPU acceleration, drastically reducing rendering times. Only downside is the price (400-500 euros)....
che
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Re: 360 degree video support

Post by che »

I made a lot of tests with unity and some clips and the problem right now is to play a 4k video mapped to a sphere with a decent framerate.
Even on my computer that uses revodrive and i7 extreme and a gtx 480 the videos dont play faster then 10-15fps in 4k.
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