Rules and Restrictions

Viewable in 2D, 3D and 360° Virtual Reality.

I apologize if I accidentally took a picture of a hot chick in a thong bikini in this presentation, but since they are *everywhere* this summer, that’s difficult to avoid. :/ Although breaking my cubic illusion rules can cause terrible headaches or result in boring, flat images, breaking the rules at the U.S Open Of Surfing in Huntington Beach, California can be much more serious, not only in the water, but on the beach and on the trails. You bicycle riders might be as surprised as I was was to find out that you don’t have the right-of-way on the trails. As far as my cubic illusion rules are concerned, after a few months of nail-biting and head-scratching, I finally cracked the 360 degree 3D depth nut and drove the nails into its coffin, and the magical amount of net deviation can be observed in these four shots: 1/4 of the normal amount of 3.3% (1/30), which is precisely .825%. This four-shot slideshow plays for three minutes, so you have plenty of time to rotate it and look around. There is no audio in this one.


Almost Cloudless

Viewable in 2D, 3D and 360° Virtual Reality.

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.

I Forgot How To Use This Thang!

Viewable in 2D, 3D and 360° Virtual Reality.

I was going to get out early this morning and do some runnin’ and gunnin’ for a 360° 3D virtual reality video, but hadn’t played with my 5 inch image-splitter, *The Beast*, in so long, I almost forgot how to use it! By the time I got it set up, it was so bright and sunny outside, I needed to put a polarizer filter on the lens, but couldn’t remember if it worked with *The Beast*.
I used a Spherical Stereo Blender template to determine the degree of spherical wrap I needed with the 1.5% of net deviation in the video, to insure the depth won’t hurt anyone’s eyes, which ended up being 130 degrees.
Next week I should be totally ready to get out there into the real world and finally do some serious 360° runnin’ and gunnin’!

360° Reverse Engineering

Viewable in 2D, 3D and 360° Virtual Reality.

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.

Google Cardboard vs. Gear VR

Viewable in 2D, 3D and 360° Virtual Reality.

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).

Background Check

Viewable in 2D, 3D and 360° Virtual Reality.

This Google Earth background shot has a 40 degree hFOV, and I wrapped it almost all the way around a 360 degree sphere. I reduced the amount of net deviation by about 1/9th of what I typically use (3.3%).
What can I say?—I’m having fun and I love to tinker around. 🙂

Map data ©2016 Google Imagery ©2016 , DigitalGlobe, U.S. Geological Survey, USDA Farm Service Agency

How Deep Is Too Deep?

Viewable in 2D, 3D, and 360° Virtual Reality.

Look at this Blender alien with your VR viewer (Google Cardboard, Gear VR, etc), and see if this much depth hurts your eyes.
The alien has twice as much depth (net deviation) as I typically use in my cubic illusions. Look at that belly!
Everything else in this 360° view looks totally flat. Turn your head all the way around and up and down to see the totally flat universe.