Here’s the three different FOVs that the Weeview SID 3D camera shoots. How can you watch this with a VR viewer (Oculus Rift, Gear VR, and Google Cardboard) and see the proper perspective?
Viewable in 2D or 3D.
I was reminded that flat 2D backgrounds are boring in 360° 3D virtual reality scenes, and since I’ve never been much of a CGI “cartoon” guy, here’s a real 3D background photo of the palm trees out in front of our apartment building here in West Covina, California. Shot with a Fujifilm W3 3D camera, there’s only about .6% net deviation, so wrapping it 325 degrees around the sphere in a Blender Spherical Stereo project should provide plenty of depth with a Google Cardboard or Gear VR type stereoscopic viewer, and yet not hurt anyone’s eyes.
There is one distant cloud that you’ll have to ignore, but I don’t think it’s visible enough to really matter.
This static scene “plays” for 3 minutes, to provide enough time to look around.
There’s no reason to drag this out any longer. Let’s see what happens when we float the dual Canon 3D rig around on a DIY Steadicam. It’s wrapped around the sphere about 160 horizontal degrees, based on the amount of stereoscopic depth (to avoid hurting anyone’s eyes).
The noise you hear in the background is the air-conditioner blasting away during this rare southern California heat wave.
I have added some pretty wallpaper in the background for people who prefer to have 360 degrees of imagery in their 360° virtual reality videos.
This video is extremely important, since it will show how much camera movement you can get away with when you are out runnin’ and gunnin’, shooting a 3D video that will be wrapped this far around the sphere, so let’s take a really close look at it with our stereoscopic VR viewers like Google Cardboard and Gear VR.
As I explain in this 360° 3D virtual reality video, I was hoping to be out runnin’ and gunnin’ this morning, checking for camera movement anomalies, but I’m still having rendering issues.
Hopefully I have found a decent workflow compromise by rendering an XAVC video out of Sony Movie Studio or Vegas, then converting that to an h264 video with HandBrake.
I created the foreground scene, which is a photo shot with my cell phone, “mounted to the near point” with a Spherical Stereo Blender project.
The “picture-in-picture” 3D video in this 360° scene, “mounted to infinity”, as the old-school stereographers like to call it, was recorded with a Sony TD30. It has close to a 65 degree hFOV, which should almost fill the entire screen in a Google Cardboard or Gear VR type stereoscopic viewer.
Here’s an attempt at reverse engineering my 360 3D virtual reality cubic illusion gag, by shooting a random 3D photo with my Fujifilm W3 3D camera, measuring the net deviation, which ended up being about 1%, then wrapping it around a 120 degree portion of a sphere in a Blender Spherical Stereo project. (Whoops, silly me—it should have been a 195 degree portion, since the hFOV of Google Cardboard and Gear VR is about 65 degrees—next time, baby, next time!)
The background is a 2D photo of my new 16 GB of RAM (just to the left of the 3D photo), shot with my cell phone, wrapped all the way around a sphere.
In this 360° 3D virtual reality YouTube video, I show and talk about why I prefer to use Gear VR with my Samsung Galaxy S4 phone, rather than Google Cardboard. Being able to adjust the focus is extremely important!
This 3D video was recorded with a Sony TD30 3D camcorder, then converted to a 360° spherical stereo 60fps UHD video. I used about 1/5th to 1/6th of the typical amount of net deviation (stereoscopic depth) that I usually use in my 3D YouTube videos. This is based on close to a 65 degree hFOV through Gear VR and Google Cardboard (360/65 = 5.5).
[This is the 3840×2160 UHD version for comparison, and the UHD YouTube option still hasn’t processed, and I’m not waiting hours for that, either! 😦
Since it took almost 9 hours to render this short presentation, I’m tempted to stick with HD for my silly 360 degree fun and games, but I’m going to take a very close look at this comparison, first, if and when it processes… and BTW, I see some compression artifacts during the fade in and fade out, so this really needs a higher bitrate, which will increase the number of hours of rendering time even more! 😦 ]
Sometimes these 360° 3D virtual reality YouTube videos open up on your phone showing the intended opening view, and sometimes they don’t. Don’t ask me why. I guess it’s a gyro thing.
So, obviously you have to get used to looking around, and it also helps if there’s something to see when you are looking around. You got it, baby—paper dolls in a circle, holding hands. 🙂
This is also a 60fps test, to check for annoying strobing effects when you rotate the view, which I have noticed with my 30fps 360° 3D VR videos.
This is the 3840×2160 UHD version. I want to check the quality with Google Cardboard and Gear VR with a Samsung Galaxy S4 and a Note 5.
The composited (picture-in-picture) 3D video in this scene was recorded with a Sony TD30, and rendered in 60pfps, using Sony Movie Studio Platinum 13, as well as the final VR scene.
I used Blender to create the paper dolls and black video frame.