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MTBS3D RT @IFCSummit: Daryl Sartain is Director & Worldwide Head of #XR, Displays, and Wireless Ecosystems for @Radeon at @AMD. He is also Chair o…
MTBS3D RT @IFCSummit: Arvind Kumar is a Senior Principal Engineer for @intel @IntelSoftware. At #IFCSummit he explained the workings of the Client…
MTBS3D RT @IFCSummit: Neil Schneider’s #IFCSummit opening presentation. #CloudComputing https://t.co/CFqiNxSzPV
MTBS3D RT @IFCSummit: Our #videogames in the #clienttocloud revolution is going on now featuring @playhatchglobal @AccelByteInc @awscloud and @Sha
MTBS3D RT @IFCSummit: On stage now, the #Crypto and #Blockchain markets with Professor Bebo White @bebo and Melissa Brown, Senior Director Develop…
MTBS3D RT @IFCSummit: Finishing off our busy morning is Mark Morrison, Director of Sales for @magicleap. He was talking about Building ROI in the…
MTBS3D RT @IFCSummit: Dominique Pouliquen CEO of @CintooCloud did a live demo of their #clienttocloud technology. #IFCSummit #CloudComputing #VR h…
MTBS3D RT @IFCSummit: Next up is Stefan Holzer CTO of @fyusioninc on Democratizing #3D Content for #ecommerce. #IFCSummit #FutureComputing https:/…
MTBS3D RT @IFCSummit: Enabling an Immersive World panel moderated by Kevin Krewel of @tiriasresearch with Alex Hornstein CTO of @LKGGlass Rama Kri…
MTBS3D RT @IFCSummit: Vinay Narayan VP at @htcvive starts off the morning for us here at #IFCSummit. He is speaking on how #5G is powering the nex…
MTBS3D RT @IFCSummit: We finished the first day of #IFCSummit with a great Futurists Panel moderated by @deantak of @VentureBeat with @awscloud @D
MTBS3D RT @IFCSummit: Some highlights of our busy morning here at #IFCSummit. With @IntelSoftware @AMDPC @AMDGaming @jonpeddie #futurecomputing #C
MTBS3D RT @IFCSummit: Hours left in our #Halloween  flash sale! Take over 600.00 off the price of a ticket today only! 👻🎃🧛🏼‍♂️🧟‍♀️#IFCSummit #Clou
MTBS3D RT @thekhronosgroup: Today only! Get access to the @IFCSummit for only $349. Happy Halloween! https://t.co/eg2jOce4eQ
MTBS3D RT @IFCSummit: #Halloween flash sale! Take over 600.00 off the price of a ticket today only! 👻🎃🧛🏼‍♂️🧟‍♀️#IFCSummit #CloudComputing #CloudGa
MTBS3D RT @TheFoundryTeam: Mathieu Mazerolle, our Cloud Product Manager will be speaking at The @IFCSummit running November 5-6, 2019 at the Compu…

Nokia Ozo, Immersive Media Sample Rig

Nokia's Ozo 3D VR Camera
So Nokia's ball of secrets is out! Ozo is their new professional VR camera rig featuring 360 degree stereoscopic 3D video shot through 8 global shutter sensors. It also features 360 degree audio capture similarly made possible by 8 integrated microphones.

Separate from the hardware, their software selling point is on-the-fly image stitching for instant previews, though this isn't going to deliver the optimal quality that is also possible when the imagery is fully processed once content is finalized.

Jaunt has gone on record that they are going to be Nokia's first Ozo customer. The Ozo is a professional rig and will be priced accordingly. Availability is anticipated for the last quarter of 2015.

Stereoscopic 3D in 360 has been traditionally more difficult compared to 360 in 2D. There are only a handful of companies that offer it, and when they do - it's so-so because the distance isn't high enough between the two camera perspectives, or the curvature of how cameras are placed on the rig messes things up.


Immersive media has 3D rigs as well, but this is an example of an Immersive Media 360 rig for 2D.  It's not an apples to apples comparison.  However, while it features 11 cameras instead of the Ozo's even 8, it looks very similar minus the audio features.

The big difference looks to be the even camera placement in the Ozo array.  Notice that the cameras are an equal distance apart, and there isn't a solitary camera at the top so stereoscopic 3D can be captured from multiple vantage points.  This in itself may not be all that unique compared to other 3D 360 solutions.

We can't help but wonder if the big innovation is in the software and being able to extrapolate stereoscopic 3D perspectives from a uniform 360 degree source. In other words, the hardware captures the full visual spectrum (similar to other solutions), and the software determines which two points are going to be the camera's left and right view with some additional adjustments to compensate for curvature. The magic may in fact just be the software.

We'll see what we can dig up.