Facebook Surround 360: An Open 3D-360 video capture system
code.facebook.com
code.facebook.com
180 degree 3D video, on the other hand, is AWESOME - that's the true-life look/feel that I think is going to be game changing and sell another 100m units for GoPro or whomever comes up with it.
So far the players I know are:
http://vuze.camera/ https://webeyevr.com/ http://lucidcam.com/
Or some combo of kit that you can cobble together: http://shop.gopro.com/accessories/3d-hero-system/AHD3D-001.h....
Or run a DIY game: http://www.stereoscopynews.com/hotnews/3d-technology/softwar....
Anybody have any experience to share on a good consumer balanced solution?
Good as an option, probably, but most of the time flat video is ideal. We'll see if that changes with these products or the ones made for big audiences (Samsung Gear 360, and LG Cam 360). I wouldn't bet my life on it. Adventure cameras have already reached their limits, it seems, for example, and I see a similar scenario on this case.
That said, I am not sure that content producers should focus too much on having things happening all around you. It's not great to constantly have to be looking all around, but it is useful to create the illusion of presence.
That said, I'm a bit skeptical about how well their method works. If you close one eye and rotate your head, you'll notice parallax effects, and I'm not confident that what Facebook has described will be able to reproduce that. But I'd love to be proved wrong.
I don't remember family holiday videos being that cool when i was younger!
360-degree video, on the other hand, adds a crazy new element to how you experience things and how you shoot. It's easy to upload to Facebook and YouTube and it can be played back on any device. The coolest part of a 360 video is when you are standing in the same spot that it was filmed. It's like being able to travel back in time to when it was shot.
The coolest part about 360 video, in my opinion, is that it doesn't matter so much where the camera is. With enough resolution you can zoom crop into a standard frame. With just 2 cameras you can create all new kinds of linear content just by panning and cropping around the sphere.
360 3d is a huge lie in reality, although when it's well done (Felix&Paul studios come to mind), it can be quite pleasing.
I'll be doing both 180 3d and 360 for a friends marriage. I'm using the 180 3d to have the guests come and leave the newlyweds a personal message. Everyone will come wish them good luck and lots of love etc.
Then the 360 shots are fixed and capture the feeling of the moment, like reliving it. The 3d effect on 180 feels better and your focus is guided too.
Anyways just my 2 cents.
Edit : Just noticed your post was about 3d vs non 3d for the most part.
3D cameras are great, but 360 takes you a long way toward immersion when used in a headset. Stereoscopy works well only when the objects you care about are between 6 and 20 feet from the camera. Outside of that stereoscopy doesn't give anymore depth cues simply because of how close together our eyes are. Here is a photo wigglegram [2] I took with a $20 Nimslo 3D; it's widest lenses are as far apart as your eyes. Note how flat the background starts to look after the second row of people? That is because they are too far.
As a weird camera and VR enthusiast, I have found it non intuitive to predict what will work or not. I hope this facebook rig and software that uses "optical flow to compute left-right eye stereo disparity" will be immersive and practical. 360 in 3D facebook and google promise sounds fantastic. In a few years, I hope we will have something for the non-professional content producer.
[1] https://www.facebook.com/fooladder/videos/vb.8800136/1010602... [2] http://fooladder.com/post/115435676962/at-the-concert
Other players in this space are Lytro [1] (they have pivoted away from consumer cameras to professional VR capture hardware) and Jaunt [2].
[1] https://www.lytro.com/immerge [2] https://www.jauntvr.com/technology/
This feels like the era of 640x480 digital cameras... It's easy to see the potential, and the current gen is still valuable for niche uses, but it's clear the next generation is what will really deliver on the promise of immersive video.
Light fields are definitely the future but big challenges with huge data rates. I don't know how soon "soon" will be for consumer devices. OTOY is doing cool work with light field streaming
http://techcrunch.com/2016/04/11/lytro-cinema-is-giving-film...
> later this summer [Facebook] will put the hardware designs and video stitching algorithms on Github
I do think it will be open source eventually, but it doesn't seem to be right now. We'll see.
180 degree 3D video, on the other hand, is AWESOME - that's the true-life look/feel that I think is going to be game changing and sell another 100m units for GoPro or whomever comes up with it.
So far the players I know are:
http://vuze.camera/ https://webeyevr.com/ http://lucidcam.com/
Or some combo of kit that you can cobble together:
http://shop.gopro.com/accessories/3d-hero-system/AHD3D-001.h...
Or run a DIY game:
http://www.stereoscopynews.com/hotnews/3d-technology/softwar...
Anybody have any experience to share on a good consumer balanced solution?
Getting into "real" 3D, like being able to view from any angle is trickier but there are experimental and in-development methods of doing this. The easiest works for CG stuff (just look at your 3D content in your headset). The more realistic it gets, the closer to a "movie" in 3D. Combining video footage with CG environments is a nice little "cheat" that's already been played with as well.
But the real challenge and (as I see it) the ultimate goal in this space is being able to use something like multiple light field cameras or RGB+depth cameras (think Kinect) arrayed around a room or environment and capturing both live video and the 3-dimensional structure of the surroundings and any objects or people. The depth data from the various angles needs to be combined and "textured" with the video data in order to create something approaching a real 3D recording of something over time (so maybe they'll need to advertise as 4D movies).
Even cooler is when you can compress all of this data and stream it over networks to be decoded on the other end. The result will be like 3D telepresence where you're all but transported to another location.
Microsoft has been working along those lines and it makes sense since they have Kinect and Hololens. This is the sort of thing that will be the real "killer app" for VR/AR as far as I can guess: https://www.youtube.com/watch?v=7d59O6cfaM0
https://codetricity.github.io/theta-s/
The Theta S's quality is almost but not quite good enough for what I want to do, so I eagerly await the followup.
Google Jump uses ~16 cameras for the same reason.
It's much cheaper and available now.