My Phone Is Still Dying


Unfortunately, my phone is still dying, and I fear it will be totally dead any time, now.

Viewable in 2D or 3D.

The video on the right shows me moving the position of the sun in the Google Earth VR app in Huntington Beach, California, using our Oculus Rift.

Google Earth VR: https://vr.google.com/earth/

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Perfect Timing


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

Let’s take a look at camera movement in 360° 3D virtual reality scenes, which will be more problematic the further we wrap them around a sphere. This one, for reference, has no movement. It is wrapped approximately 160 horizontal degrees, so the 1.3% NetD (net deviation, i.e., total stereoscopic depth) won’t hurt anyone’s eyes. It is “mounted to infinity” to avoid making anyone diverge their eyes.
I’ve added a background of my current Windows 10 desktop on my Ultrawide LG monitor, in case someone with a broken gyro in their phone happens to start the video in the wrong direction, and some people prefer to see imagery all the way around the 360 degree scene.
The 3D video was recorded with my dual Canon 3D rig, and I monitored the sync with a DIY BASIC Stamp sync monitor.
The 360° 3D VR scene was set up in a Blender Spherical Stereo project, and the final compositing was done with Sony Movie Studio Platinum 13.

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).

You Have To Look Around In Here (UHD)


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

[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.