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by glinkot
1555 days ago
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This is a really worthwhile goal. I grabbed my Quest 2 and jumped onto the site. I wondered if the artifacts around areas in motion (eg the parachutist) are from compression or the 6DOF conversion process? Some 'tiling' effects on the grass areas had me wondering the same, but I imagined these were because the algorithm generates a certain size mesh even when the surface is fairly flat. What options are there for filling in 'unknown' regions? On the fire spinner video, you can move your head from side to side, but you get darkish blobs shadowing out from behind the performer and the trees. That got me thinking about stereo separation with multiple 180 vr cameras as you mentioned, and how many 360 degree cameras (and/or TOF sensors etc) we'd need to approach real time photogrammetry and a scene where the VR user could walk a meaningful distance within the filmed environment. How plausible would that be given all your experiences in the area? I'd love to see some downloadable full quality ones to see them in all their glory! Best wishes with it. |
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