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I posted something along these line in the advanced users forum, praising the
amazing user_defined camera.
I've now implemented the code for both cylindrical and equirectangular, it can
be found here
https://paulbourke.net/stereoscopy/pov_odsp/
The equirectangular version is more common for head mounted displays. Whereas
I'm working more with cylindrical displays, hence the cylindrical variant. I
include support for both commonly encountered zero parallax options, infinity
for HMDs or at the screen distance for displays.
One of the important things about this solution is that it is defined in terms
of real world coordinates. As such the scene should ideally also be defined in
terms of the same units. This is important for good quality stereographics and
being able to represent true scale and depth. And critical when it comes to
compositing with other stereoscopic sources, like 360 stereoscopic cameras.
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"Paul Bourke" <pau### [at] gmail com> wrote:
> I posted something along these line in the advanced users forum, praising the
> amazing user_defined camera.
>
> I've now implemented the code for both cylindrical and equirectangular, it can
> be found here
> https://paulbourke.net/stereoscopy/pov_odsp/
>
> The equirectangular version is more common for head mounted displays. Whereas
> I'm working more with cylindrical displays, hence the cylindrical variant. I
> include support for both commonly encountered zero parallax options, infinity
> for HMDs or at the screen distance for displays.
>
> One of the important things about this solution is that it is defined in terms
> of real world coordinates. As such the scene should ideally also be defined in
> terms of the same units. This is important for good quality stereographics and
> being able to represent true scale and depth. And critical when it comes to
> compositing with other stereoscopic sources, like 360 stereoscopic cameras.
Cool! I've played a little with the 3.8 user_defined camera and the 3.7 mesh
defined camera. Now you gave me something else to play with:)
Have Fun!
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On 02/11/2025 13:17, Paul Bourke wrote:
> I posted something along these line in the advanced users forum, praising the
> amazing user_defined camera. ...
>
> I've now implemented the code for both cylindrical and equirectangular, it can
> be found here
> https://paulbourke.net/stereoscopy/pov_odsp/
>
> The equirectangular version is more common for head mounted displays. Whereas
> I'm working more with cylindrical displays, hence the cylindrical variant. I
> include support for both commonly encountered zero parallax options, infinity
> for HMDs or at the screen distance for displays.
>
> One of the important things about this solution is that it is defined in terms
> of real world coordinates. As such the scene should ideally also be defined in
> terms of the same units. This is important for good quality stereographics and
> being able to represent true scale and depth. And critical when it comes to
> compositing with other stereoscopic sources, like 360 stereoscopic cameras.
>
I was also very impressed by this feature, although used
https://wiki.povray.org/content/User:Le_Forgeron/HgPovray38
for such experiments before.
Many thanks for sharing these renderings, I included them in my
gallery, making HMD-ready: https://yesbird.online/gallery/
Menger sponge in space is especially good :).
PS: My old-good-outdated Oculus Go works fine for this stuff and
can be ordered from E-Bay now for less then $100.
--
YB
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