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How to implement horizontal 360 degree view using OpenGL?

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Linda Li

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Feb 14, 2013, 2:47:11 PM2/14/13
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Like the one:
http://www.gopano.com/video/MjI3

I can think of two ways:
The first method: use cube map. But the top and bottom faces are black.
The second method: map the horizontal 360 degree picture on a cylinder. Then put the camera at the center of the cylinder, and use lookat to control the eye direction.

Which is faster on mobile phones, especially for videos?

Linda Li

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Feb 14, 2013, 3:41:30 PM2/14/13
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Personally, I think cylinder is faster, since the picture can be directly mapped on the cylinder.

For the cube map method, conversion is needed to convert the picture to 4 cubes.

Nobody

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Feb 15, 2013, 2:25:50 AM2/15/13
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On Thu, 14 Feb 2013 11:47:11 -0800, Linda Li wrote:

> The first method: use cube map. But the top and bottom faces are black.
> The second method: map the horizontal 360 degree picture on a cylinder.
> Then put the camera at the center of the cylinder, and use lookat to
> control the eye direction.
>
> Which is faster on mobile phones, especially for videos?

It depends upon how the video is mapped, and how much distortion you can
tolerate.

If the video was shot using 4 cameras, the data will be in the correct
projection for a cube map from the outset.

Linda Li

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Feb 21, 2013, 6:04:01 PM2/21/13
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Thanks. The input image after processing is a horizontal 360 degree image, a flat image.
So I used cylinder to do texture mapping.
And it worked very well.
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