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Areas of SynthEyes Supporting 360 VR Footage

SynthEyes contains many different areas of code. Some of it doesn't depend on whether the footage is 360 VR or not, for example simply displaying an image. Other portions depend critically on where elements in the 3D environment appear in the image, for example to display a mesh. Some code has been specially adapted for 360 VR images, while other code cannot or has not. This is a quick introduction to what has been adapted, and some mention of what has not. This can only be an approximation, not a complete listing, and items that aren't affected aren't listed (ie things that are all 2D or all 3D). Note that we've tried to adapt important elements, or provide ways to accomplish them; less common or more complex functions are less likely to be adapted.

Adapted for 360 VR : image preprocessor, camera view display of 3D meshes (including mesh overlay for Save Sequence), zero-weighted-tracker solving, Add Many processing, tracker cleanup, drop onto mesh, texture extraction (areas near poles may be problematic), perspective view's Frozen Front Projection and Assign Texture Coordinates (useful for blocking proxies), error view, Find Erratic Trackers tool (but see warnings there).

The perspective view is always a linear (perspective!) image, but when a 360VR image is present, the 360VR image is automatically displayed on a spherical backdrop.

Tip : Use the normal "Lock" to lock the perspective view to your camera and show the image on the spherical backdrop. On the right-click/View menu, turn on "Lock position only". You can then use "Look" mode to re-aim the camera to explore in all directions. And when you scrub, you will continue looking in that direction. Do not leave Lock position only on for normal operations as it may have indeterminate effects. You can use right-click/Other modes/Field of view to change the perspective view's field of view.

Settings for the built-in projection screen are accessed via the Perspective Projection Screen Adjust script. The Screen Distance is the main parameter of interest.

Horizontal and vertical grid sizes are multiplied by 6 and 4 respectively for the spherical screen. Don't forget to click the Apply Settings button!

NOT adapted for 360 VR: Motion capture processing (mocap from 360VR cameras?), planar and GeoH tracking, coalesce nearby trackers (use Coalesce closest in 3-D instead), rolling front projection display. While the supervised and automatic tracking code works fine on 360VR images, it processes them as regular images, so they do not compensate for the distortion at the top and bottom of a 360VR image, or the wrapping from left edge to right.

Irrelevant for 360 VR: just a reminder that items such as distortion, cropping/padding, region of interest, and "scale" in the image preprocessor are irrelevant for 360 VR footage, and should not be changed!

If there are items that seem crucial and well-suited for 360 VR adaptation, you can bring them to our attention.

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