So I have more or less solved how to make decent 180 VR , but this infuriating problem has cropped up now
https://www.youtube.com/watch?v=ejqhof5034kThe lines are all wobbly, almost like you tube did not quite manage to read the format correctly.
works fine for 360 stereoscopic
look at the lines on the walls and the roof, wobbly as hell
EDit, it must be premiere doing this as it looks the same on my desktop, weird
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but when you place them side by side they come out to 3840 x2160 which is what you tube expects. In my first experiment it seemed to fix the issue, but have to test some more with higher res images
This only happens when I inject the metadata to tell that the video is VR either by using Premiere or Google VR 180 Creator
The probem is that if I don't use the metadata, you tube will not display it as VR but DEO VR will detect it automatically
it would be good to have it on both platforms as DEO VR has great VR controls
This problem does not affect 360 stereoscopic or 180 mono
here is a still image before any processing. DEO VR can read this properly as is
and maybe this is just something I will have to live with?
You can see the same wobbliness when you are in the VR headset, so it's not jsut like its displaying it weird in 2d
I wonder if they’re wrapping your renders onto a sphere geometry, but it’s fairly low resolution.
I have a hack to fix it ie export the video as a 360 , but crop it to the centre part of your screen, so it looks exactly like a 180 VR
It's just that i want to draw to viewers eye to the front, the side bits are not really needed, unless there were amazing things going on.
still annoying though
https://youtube.com/shorts/ex1mKDoz9uc
It might just be my eyes, but it seems there are still slight wobbles, but much less distinctive, maybe they are just repeated more, but the edges of some signs do have a slight wobbly feel
down to the floor the lines get more and more messed up, same with the ceiling
https://youtu.be/baLqsWV7t0U
something to do with pole merge settings which i don't quite understand
So I think two more tests could give it away : uploading a fully flat mid grey render (which would reveal any shading that the 3D rendering of the sphere adds to the footage) ; and, a render made of very thin scanlines (which would likely reveal the triangles through faint but noticeable shifts of direction compared to the horizontal lines in the source).
Kind of weird though that the distortion on the 2 squares on your screen grab near the bottom are more extreme than the one in the middle( bottom)
I am not technical enough to figure out what is going on here tbh
It must be the way they render it online, becuse it doesn't matter what I do they look fine as mp4's offline on my local drive and as still images.
I have not seen even 1 video on you tube that is VR 180 Stereogrpahic that does not look wonkey, just most people don't really notice the issue or some of the videos are such poor qulality that its hard to see
So perhaps the sphere projection used for encoding is ever so slightly different than the one used for projection/realtime rendering (different geo density and/or different triangulation).
The worst aspect for me is the way it creates waves in the image, really not acceptable for high quality VR playback
i did see a video done with Davinci resolve which seemed not to be displaying the warps. but its not displayed in VR in the video, so it probably is warped. will check that out
https://www.youtube.com/watch?v=ZwojozYr68M&t=842s
when you mention triangulation, maybe the triangle edges are pointing in different directions? Like when you do a low poly model and start turning edges so that the slight texture distortion you get is mitigated by turning edges? Not sure if that make sense.
need to hack in to google server and replace the low poly sphere they use
yeah same as the other ones
These artefacts should be rather straightforward to reproduce (for the sake of clearly illustrating the issue), by projecting a scene to a sphere of a given density, and the result onto a realtime 3D sphere of higher or lower density ...
They changed the VR format a while back in to a kind of weird cube format that no one else is using. Some reckon it's to stop
people watching them offline
https://github.com/ytdl-org/youtube-dl/issues/15267
The effect is very similar, until you subdivide it a few times , then it goes away. think you solved it
Doubt they will fix it any time soon though. I am thinking if they used a smoother sphere then the resolution would be a bit sharper
as they pixels would not stretch to fit the uv's as much, causing a 'mushy' effect
https://github.com/google/spatial-media/blob/master/docs/spherical-video-v2-rfc.md
https://groups.google.com/g/spatial-media-discuss
As you surmise from subdividing the sphere, more sample points = less artefacting - but only because it made the artefacts small enough that you can't see them.
That youtube stuff looks rough as hell.
I'm not convinced that sphere is a simple sphere and suspect it might be one of those helpful irregular remeshed spheres programmers are fond of. it looks quite high density to me
if you did the same thing but instead of the b&w grid, used different coloured thin stripes it might be easier to pick out where the vertices lie (at the pointy bits)
cameras that used fisheye and they were converted to equiangular 180 VR with the software that came with the camera.
real pain in the butt tbh
I can render from blender with fisheye but then its bloody hard to find good software to convert them and I am still
not sure that it will get rid of the distortion (sigh)
can of worms etc
http://paulbourke.net/dome/fish2/
It's either Youtubes fault( probably) or the metadata that has to be injected in to the file before upload
You can either do that in premiere by checking 'video is VR' or with 'VR180 creator' which does pretty much the same thing
Will just have to make do for now, wobbly shit FTW
I have seen other stuff on DEO VR where this does not happen at all. Would be good to know what is in the metadata that tells you tube that it is VR
Now you lost me ... Sure enough, the source 2D image for this kind of content is similar to what an unwrapped sphere looks like. They're not *re*projecting it, they are simply applying it to a 3D sphere to display it and allow the user to freely look around ...
For the sake of clarity, could you show what a frame of the raw, 2d footage looks like ?
I don't really know how VR players work under the hood, so its hard to speak authoritatively on the subject. Maybe there are 2 spheres, 1 for each eye?
My eyes are certainly not faceted
It might be fun to render out a sphere with a certain kind of shading to see more clearly when displayed as VR
I output as PNG , but this was too big to upload so saved it as a jpeg.
all of the images look fine offline as I mentioned, ie lines are totally straight.
You can view this image in the DEO VR player and it looks like I would expect, but as soon as you upload it anywhere, whether it be YOUTUBE or DEOVR it breaks
is it possible that the METADATA injector is broken? so that info that tells the VRplayer how to display the image is wrong or we just right in assuming the low poly sphere senario is responsible
I don't think it's the upload itself that breaks ; it would be more simple to assume that the difference between players is simply caused by a different sphere used for the final display.
All this could be clarified by forcing these players to display a raw wireframe pass. It's all quite frustrating because indeed, using a sphere of 2x or 4x the density would have close to no impact on performance ...
They already annoyed people by using some kind of unique format for displaying 180 VR, some sort of weird cube mapping, which they say makes the videos look sharper.
So yeah for now just have to live with it, though i enjoyed looking more in to the subject, I learned quite bit.
Its a bit frustrating really, just want to show the best images possible, but like in games you always seems to have to make compromises re quality etc
The good thing is that this particular view seems to enhance the VR depth effect