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It's look very good on Oculus Rift, but onestly, looks like a normal spherical
camera without 3D effect.
Look at this ODS example (rendered with Blender):
https://www.clodo.it/files/projects/povray_ods/gooseberry_benchmark_panorama.jpg
Look how the left and right images are different:
https://www.clodo.it/files/projects/povray_ods/blender_diff_ex.png
Now, look your Cave left and right compare:
https://www.clodo.it/files/projects/povray_ods/cave_diff_ex.png
I think rocks are too far.
Dark scene are very good for HMD.
Also about the resolution:
8192 x 2048 side-by-side can be acceptable with toys like Cardboard & Android.
But with HMD like Oculus Rift or HTC Vive, it's too low.
Look this comment:
https://forums.oculus.com/viewtopic.php?f=20&t=30852
> You need this value of pixel coverage or "pixel density" or
> "pixel per display pixel" or "eye buffer scaling" as it's variously called.
> to cover one monoscopic turn.
It mean 6000x6000 in top/bottom, or 12000/3000 in side-by-side.
At least for GearVR, i don't actually know the correct value for other HMD.
Apart the rendering time, rendering images for HMD it's not an issue.
The issue i'm studying it's about video/animation:
this kind of resolution are outside any H264 or HEVC/H265 resolutions,
and other types of codec are not hardware accelerated,
and Oculus Rift and HTC Vive want 90 FPS, Playstation VR want 120 FPS....
----------------
I try to render the plants_demo of Gilles Tran, but i'm not satisfied.
There are a lot of flying object like butterfly and leap, and
i currently don't find a good position for a good 3D effect.
And it's too light, HMD use OLED display at few millimeters to eyes, it's better
dark scene like Cave.
Some ODS render 6480 x 6480 pixels, Top-Bottom
(published here: https://forums.oculus.com/viewtopic.php?f=28&t=30854)
Mirrors - I made this
https://www.clodo.it/files/projects/povray_ods/mirrors_20160316.jpg
Stacker Day - POV-Ray sample scene adapted for ODS (i change some reflection and
camera position)
https://www.clodo.it/files/projects/povray_ods/stackerday_20160316.jpg
Fractals 1 - POV-Ray sample scene adapted for ODS (i change ball position and
camera position)
https://www.clodo.it/files/projects/povray_ods/fractals1_20160316.jpg
Fractals 2 - POV-Ray sample scene adapted for ODS (i change only camera
position)
https://www.clodo.it/files/projects/povray_ods/fractals2_20160316.jpg
Wineglass - POV-Ray sample scene adapted for ODS (nothing changed. Apart camera
type of course)
https://www.clodo.it/files/projects/povray_ods/wineglass_20160316.jpg
----------------
I released on GitHub a fork of POV-Ray.
https://github.com/Clodo76/povray
Basically, ODS with IPD=0 are the same render as spherical camera.
So, i added two option to the current spherical camera: 'ods' (default 0, for
backward compatibility) and 'ipd' (default 0.065)
ods = 0, original POV-Ray spherical algorithm.
ods = 1, ODS, only left eye
ods = 2, ODS, only right eye
ods = 3, ODS, side by side
ods = 4, ODS, top bottom
Using user_defined camera or this patched version is the same.
As Chris said, C version is little more faster, but only in very very very
simple scene. Irrilevant imho.
I published only if someone want to continue experiments, because it's more
readable in C rather than the 6 user_defined functions.
And also because i write that before the Chris user_defined implementation :P
----------------
Soon i will create a POV-Ray Wiki page about ODS.
Ciao!
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> > I posted an ODS video on https://www.youtube.com/watch?v=UEFO5mQ2zeg
> > and ODS YouTube HOWTO at https://github.com/koppi/pov-ods .
> >
>
> Very nice demo... bookmarked!
>
> --
> jaime
Off topic:
It's based on an experiment i done 7 years ago... wow a lot of time...
https://www.clodo.it/blog/mirrors/
The experiment are about perfectly loopable video. Honestly the scene are very
simple.
Another my renders of the same period:
https://www.clodo.it/blog/sphere-spirals-1958-mc-escher/
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From: Jaime Vives Piqueres
Subject: Re: Looking for rendering Omnidirectional Stereo images for VRheadset
Date: 18 Mar 2016 07:44:54
Message: <56ebea36$1@news.povray.org>
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> It's look very good on Oculus Rift, but onestly, looks like a normal
> spherical camera without 3D effect.
Oops... my fault, I used the default IPD on the camera you provided: I
should have adjusted it to a value suitable for the dimensions of the
cave. Will try again tonight...
--
jaime
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> > It's look very good on Oculus Rift, but onestly, looks like a normal
> > spherical camera without 3D effect.
>
> Oops... my fault, I used the default IPD on the camera you provided: I
> should have adjusted it to a value suitable for the dimensions of the
> cave. Will try again tonight...
>
> --
> jaime
Remember some guidelines cited here:
https://developers.google.com/cardboard/jump/rendering-ods-content.pdf
> In general, objects should remain at least 60cm from the camera (relative to an IPD
of 6.5cm).
> Objects appearing directly above or below the camera should remain at least 3.5m
from the camera (relative to an IPD
of 6.5cm)
(my notes: 3.5m it's exagerate).
OT: Maybe some landscape artists like you are interested in this:
http://terragen4.com/terragen-vr-challenge/
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From: Jaime Vives Piqueres
Subject: Re: Looking for rendering Omnidirectional Stereo images for VRheadset
Date: 18 Mar 2016 14:44:15
Message: <56ec4c7f$1@news.povray.org>
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> OT: Maybe some landscape artists like you are interested in this:
> http://terragen4.com/terragen-vr-challenge/
Too bad they don't accept POV-Ray landscapes... ;)
--
jaime
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> > OT: Maybe some landscape artists like you are interested in this:
> > http://terragen4.com/terragen-vr-challenge/
>
> Too bad they don't accept POV-Ray landscapes... ;)
>
> --
> jaime
I write an updated version of the camera in the discussions about the ODS:
http://news.povray.org/povray.general/thread/%3Cweb.56d38071f91c97bb4e8811590%40news.povray.org%3E/?mtop=406634&moff=40
I'm near the end about the code :D but still looking for great contents for
rendering a gorgeous 360 3D animation.
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From: Jaime Vives Piqueres
Subject: Re: Looking for rendering Omnidirectional Stereo images for VRheadset
Date: 22 Mar 2016 07:07:57
Message: <56f1278d$1@news.povray.org>
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> I write an updated version of the camera in the discussions about
> the ODS:
>
http://news.povray.org/povray.general/thread/%3Cweb.56d38071f91c97bb4e8811590%40news.povray.org%3E/?mtop=406634&moff=40
>
>
Some days ago I posted a new version of the cave ODS image on
p.b.images... even if it has the problem you described, can you test if
the IPD is now better?
> I'm near the end about the code :D but still looking for great
> contents for rendering a gorgeous 360 3D animation.
>
I will try to have the cave sources ready this weekend... I'm sorry,
but I got distracted with the fur experiments.
--
jaime
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From: Jaime Vives Piqueres
Subject: Re: Looking for rendering Omnidirectional Stereo images for VRheadset
Date: 28 Mar 2016 10:21:16
Message: <56f93ddc@news.povray.org>
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> I will try to have the cave sources ready this weekend... I'm sorry,
> but I got distracted with the fur experiments.
news://news.povray.org:119/56f93d45@news.povray.org
--
jaime
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Jaime, sorry for the delay, but Oculus release a driver update of my HMD and
break compatibility with old image/video player, and i can't test your image
until now with the release of updated image/video player.
Look this (sorry for the poor quality... it's difficult to capture screenshot
with the latest drivers):
http://www.clodo.it/host/images/435a4f747f647266d378e39258ddb6229b0b32b6.png
Your latest Cave ODS, the front rocks look well in 3D (the rocks at right in
screenshot),
the rocks on left (the rocks at left in screenshot) are too near, crosseye 3D
issue.
I downloaded your Cave sources and dependencies, but i still don't found a good
location for an ODS rendering.
Google ODS say to stay away 0.6 meters from objects with IPD 0.065.
If you still want to render an ODS version, i think you can try to render an
hollow sphere with 0.6/2 radius, if there are something that intersect the
sphere, the location it's too near objects.
I write my latest info about ODS here:
http://news.povray.org/povray.general/message/%3Cweb.57015f36976329954e8811590%40news.povray.org%3E/#%3Cweb.57015f36976
329954e8811590%40news.povray.org%3E
Ciao!
Fabrizio
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From: Jaime Vives Piqueres
Subject: Re: Looking for rendering Omnidirectional Stereo images for VRheadset
Date: 4 Apr 2016 04:24:21
Message: <570224b5$1@news.povray.org>
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> I downloaded your Cave sources and dependencies, but i still don't
> found a good location for an ODS rendering.
The placement is all random... just try different random seeds for the
stalactites/stalagmites until you find a good one.
--
jaime
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