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by fbriggs 1557 days ago
Artifacts at the edges are due to occlusions. An occlusion is a part of the scene which wasn't visible to the original camera. You see these if you move far from the original camera in VR to look behind something. This is a really hard problem for 6DOF. We've been improving the quality of occlusions over time, e.g.: * v1: https://lifecastvr.com/demo_maui.html * v2: https://lifecastvr.com/kalalea_fire.html * v3: https://lifecastvr.com/hubner4.html Version 3 now uses a 2-layer representation which has an image+depthmap for the background layer, which is drawn to fill in the occlusions. This background layer can be precomputed in a variety of different ways. For example, here is a CGI synthetic scene where we can construct the background layer perfectly: https://lifecastvr.com/liferay.html However, making up the background layer for real-world content is more challenging. We are on version 1 of that. We will improve this with machine learning in a future release. We can also substitute a "plate" 3d scene for the background in cases where the camera doesn't move. We have also experimented with using data from other frames when the camera moves. This will improve over time.
1 comments

When moving onto multiple (depth) camera setups, in-painting from old frames worked really well, even before any masking off of static vs moving content (done in realtime, for live streaming)