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How to implement 360-degree panorama video play?

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Linda Li

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Feb 8, 2013, 4:57:22 PM2/8/13
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Such as this one?
http://www.outsideonline.com/blog/outdoor-adventure/a-new-360-degree-pov-cam-for-catching-and-controlling-the-action.html

Can the way below work?
OpenGL map the texture to a sphere, and then every frame time load one texture. At the same time, use lookat to control the view point.
Any existing open source?

How about on Android? (see http://conditionone.com/solution/)

I see some open-source for still panorama viewers, such as:
Hugin panorama viewer
Panorama viewer library for Android 2.x or higher (http://code.google.com/p/panoramagl-android/)

Thanks.

Nobody

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Feb 8, 2013, 6:10:44 PM2/8/13
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On Fri, 08 Feb 2013 13:57:22 -0800, Linda Li wrote:

> Re: How to implement 360-degree panorama video play?

With a cube map.

BGB

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Feb 8, 2013, 6:29:50 PM2/8/13
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or project it onto the inside of a sphere...

with a quick look one can note blurred-over seams, which basically
implies that the image was captured using multiple cameras (and probably
wide-angle lenses) and then stitched together.


VelociChicken

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Feb 9, 2013, 7:48:36 AM2/9/13
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>with a quick look one can note blurred-over seams, which basically
implies that the image was captured using multiple cameras (and probably
wide-angle lenses) and then >stitched together.

It takes 4000 by 2000 rectangular video.
Here:-
ViewCam 360
http://makingview.no/makingview.com/?page_id=34#goto_viewcam_section

And this looks quite nicely too...
http://www.gopano.com/products/gopano-micro-iphone5







Andy V

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Feb 9, 2013, 9:00:31 AM2/9/13
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I think that the ViewCam is more cylindrical than spherical; after all,
they need to distinguish it from the SkyCam.

VelociChicken

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Feb 9, 2013, 9:43:26 AM2/9/13
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It's great fun though, this makes me feel a bit dizzy:-

http://www.autoblog.com/2012/11/01/you-need-to-watch-this-viewcam-360-vid-of-a-red-bull-f1-car/#continued

It looks like it can grab images from almost straight downward and about
40 degrees upwards, so I suppose it could be mounted the other way around.
The vertical stitch mark maybe the wrap around point of the video
player, and compression errors involved in the crossover.

All I need now is it to grab 3D depth data at the same time, and they've
sold it to me!

Anyway... OT. :)

Linda Li

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Feb 9, 2013, 12:30:34 PM2/9/13
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Thanks.

Which one, equirectangular or cubic, is better in panorama formats?
(see http://hugin.sourceforge.net/docs/manual/Panorama_formats.html )

Nobody

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Feb 9, 2013, 10:45:29 PM2/9/13
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On Sat, 09 Feb 2013 09:30:34 -0800, Linda Li wrote:

> Which one, equirectangular or cubic, is better in panorama formats? (see
> http://hugin.sourceforge.net/docs/manual/Panorama_formats.html )

OpenGL supports cube maps natively. If you want to use a spherical
projection, you need to write shaders and take care to filter it correctly.

BGB

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Feb 10, 2013, 3:03:01 PM2/10/13
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yes, but the issue is not the format, rather how the image itself is
captured.

it doesn't "look" like it is all done with a single lens and CCD (or,
"camera"), but more like multiple lenses and CCDs were probably used
(for example: 4), and the cylindrical image is produced from this.
effectively, in such a setup, each lens/CCD would likely need to capture
an approx 90 degree area.

I have little idea of the product itself, but more just going on
graphical artifacts within the video (there appear to be roughly 4
visible fuzzy seams, and some overlapping distortions, at roughly 90
degree angles).


BGB

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Feb 10, 2013, 3:24:00 PM2/10/13
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On 2/9/2013 11:30 AM, Linda Li wrote:
> Thanks.
>
> Which one, equirectangular or cubic, is better in panorama formats?
> (see http://hugin.sourceforge.net/docs/manual/Panorama_formats.html )
>

either one works...


cubic has the advantage of OpenGL has cube-maps and that boxes are
generally really easy to deal with.

generating cube-map textures may require a little bit of special care to
create though, mostly as not all parts of the cube are necessarily the
same distance, which can lead to a slight visible distortion near the
edges and corners (IOW: it is possible to see the inside of the cube if
not done well).

generally this applies to generating a cube-map texture from input where
uniform distance to each point is implied (such as from a spherical
input image, ...).


equirectangular is better for projecting onto a sphere, since the
stretching near the poles will be again collapsed, and within the sphere
all points have approximately the same distance.

hemispheres can also work, where usually a front/back or top/bottom seam
exists (and for each, a circular region is used from the texture).


Linda Li

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Feb 12, 2013, 1:28:52 PM2/12/13
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Thanks to all of you.
Let me first try it then.

Stan

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May 6, 2013, 10:46:48 AM5/6/13
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Hello all;

this link is worth following http://fr-fr.facebook.com/sylvie.lovric when
evaluating the texture;
I must also mention that everyone should read the following article
They are also a good reference
if you feel that you are making major errors in your portraits.
This is a
strong compositional starting point for a three quarter view portrait.
At
this stage, the drawing is no more than a set of carefully measured features
that establish the final proportions of the portrait.
;
who is confident with the texture facilities management?

Regards,
Message has been deleted

buzen

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May 29, 2013, 7:45:02 PM5/29/13
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Apologies taking you backward. OPenGL If I may understand will be able to o implement 360-degree panorama video player on Android ?, I will need some assitance on this

buzen

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Jun 5, 2013, 10:20:06 PM6/5/13
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On Tuesday, 12 February 2013 18:28:52 UTC, Linda Li wrote:
> Thanks to all of you.
>
> Let me first try it then.

I'd wish I get to know the outcome of this

xming...@gmail.com

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Jun 25, 2013, 4:39:40 AM6/25/13
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How to implements?
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