Stereo Cubemap format as video frame

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Stereo Cubemap format as video frame

Postby dcerisano » Mon Jul 13, 2015 6:00 pm

dcerisano Mon Jul 13, 2015 6:00 pm
Would only dare to post this to the Render Cloud.
The Carmack long cubic (stereo cubemap) format can be used as a single frame of a 360 3D video.
Has anyone tried rendering a few seconds of frames (maybe 100 or so - like a flyby camera loop)?
The amount of detail would be mind blowing - and easily nauseating if not done exactly right)
The "live" stereo spheremap videos are not yet even close to rendered stereo cubemap resolutions possible ...
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Re: Stereo Cubemap format as video frame

Postby Goldorak » Thu Jul 23, 2015 10:14 pm

Goldorak Thu Jul 23, 2015 10:14 pm
dcerisano wrote:Would only dare to post this to the Render Cloud.
The Carmack long cubic (stereo cubemap) format can be used as a single frame of a 360 3D video.
Has anyone tried rendering a few seconds of frames (maybe 100 or so - like a flyby camera loop)?
The amount of detail would be mind blowing - and easily nauseating if not done exactly right)
The "live" stereo spheremap videos are not yet even close to rendered stereo cubemap resolutions possible ...


We have rendered 5 seconds, both at 60 hz and 120 hz at full 18K, with alpha even. The ORBX media player app can cache the frames memory and play them back at full speed, even with compositing of the env map background and shadow catcher. It's pretty amazing for short clips or things like daylight animation

The PC/PS4 version should be able to stream from HD for much longer length movie you in this format. We are supporting 120 hz for the Morpheus HMD specifically. which we can drive directly at that speed.

We will add support on ORC for encoding and packaging 18K stereo cube map movies into an ORBX media file after render. You will need the 2.0 ORBX media player to play this back.
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Re: Stereo Cubemap format as video frame

Postby dcerisano » Sun Aug 09, 2015 5:18 pm

dcerisano Sun Aug 09, 2015 5:18 pm
Thanks for the mind blowing response. Is there even a name for this kind of virtual reality video format (VRV?)

I assume by alpha you mean that you can "overlay" this VRV over any other stereopano channel (like another VRV?!?! - mind blown)
The simulations and games possible with channeled 18K/120Hz VRV would redefine the term "second life" .

So doing the math, 18K/120Hz = 160 Megapixels x 4 bytes/pixel x 120 fps * 2 hours is about 150 Gigabytes per channel for a full length movie.
and would require at least a 160 Mbps internet connection (per channel) to stream in raw format, plus surround sound tracks.
With current MP4 codecs, a consumer quality single channel 4K/30Hz VRV would be 10 GB and could maybe be streamed with a 10 Mbps ISP.

Is there a preview of your VRV anywhere? And please check my math - there may be megabit/megabyte conversion error in there ...
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Re: Stereo Cubemap format as video frame

Postby Goldorak » Mon Aug 10, 2015 7:48 am

Goldorak Mon Aug 10, 2015 7:48 am
dcerisano wrote:Thanks for the mind blowing response. Is there even a name for this kind of virtual reality video format (VRV?)

I assume by alpha you mean that you can "overlay" this VRV over any other stereopano channel (like another VRV?!?! - mind blown)
The simulations and games possible with channeled 18K/120Hz VRV would redefine the term "second life" .

So doing the math, 18K/120Hz = 160 Megapixels x 4 bytes/pixel x 120 fps * 2 hours is about 150 Gigabytes per channel for a full length movie.
and would require at least a 160 Mbps internet connection (per channel) to stream in raw format, plus surround sound tracks.
With current MP4 codecs, a consumer quality single channel 4K/30Hz VRV would be 10 GB and could maybe be streamed with a 10 Mbps ISP.

Is there a preview of your VRV anywhere? And please check my math - there may be megabit/megabyte conversion error in there ...


There is a name for this - an ORBX media file. Anything that Octane exports can be bundled into one of these files, and downloaded for playback on various devices.

We will be showing samples of 18k stereo cube map video on Gear VR at the booth at Siggraph this week. Right now this is more useful for short form content you download and then view. One option we are exploring is letting the media file stay on the server and just render a live FOV view into the data, which is also what we plan to do for light field content and baked UE4 content if you don't or can't download it for local rendering.
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Re: Stereo Cubemap format as video frame

Postby Rikk The Gaijin » Mon Aug 10, 2015 8:13 am

Rikk The Gaijin Mon Aug 10, 2015 8:13 am
Goldorak wrote:We will be showing samples of 18k stereo cube map video on Gear VR at the booth at Siggraph this week.

As I said in the other thread, it would be nice to have these sample after the Siggraph is over.
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Re: Stereo Cubemap format as video frame

Postby Goldorak » Mon Aug 10, 2015 11:08 am

Goldorak Mon Aug 10, 2015 11:08 am
Rikk The Gaijin wrote:
Goldorak wrote:We will be showing samples of 18k stereo cube map video on Gear VR at the booth at Siggraph this week.

As I said in the other thread, it would be nice to have these sample after the Siggraph is over.


Some of these are early tests are studio content we can't put publicly out yet. We will render more generic 18k sample content once siggraph madness ends.
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Re: Stereo Cubemap format as video frame

Postby dominic.cerisano » Wed Aug 12, 2015 3:19 pm

dominic.cerisano Wed Aug 12, 2015 3:19 pm
ORBX seems dependent on WebGL, not leveraging the hardware video codecs I was referring to.
AMD is putting out LiquidVR (dual embedded GPUs), and Kronos is pushing Vulkan.
Are there any plans to leverage these or even burn the ORBX codec into hardware?
Us fanboys love the technology, but WebGL presents a 'moving target'.
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Re: Stereo Cubemap format as video frame

Postby dominic.cerisano » Wed Aug 19, 2015 5:47 pm

dominic.cerisano Wed Aug 19, 2015 5:47 pm
Goldorak wrote:
Rikk The Gaijin wrote:
Goldorak wrote:We will be showing samples of 18k stereo cube map video on Gear VR at the booth at Siggraph this week.

As I said in the other thread, it would be nice to have these sample after the Siggraph is over.


Some of these are early tests are studio content we can't put publicly out yet. We will render more generic 18k sample content once siggraph madness ends.


Looking for any reviews or reactions to your stereocube video renderings at Siggraph.
Any chance you could upload some samples somewhere? Youtube?

From my experiments with the stereocube format (https://play.google.com/store/apps/details?id=com.standard3d.holodeck.free),
they can be scaled down to 1080p resolution and still be effective for viewing with mobile phone VR headsets.
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Re: Stereo Cubemap format as video frame

Postby Goldorak » Thu Aug 20, 2015 3:09 pm

Goldorak Thu Aug 20, 2015 3:09 pm
dominic.cerisano wrote:
Looking for any reviews or reactions to your stereocube video renderings at Siggraph.
Any chance you could upload some samples somewhere? Youtube?

From my experiments with the stereocube format (https://play.google.com/store/apps/details?id=com.standard3d.holodeck.free),
they can be scaled down to 1080p resolution and still be effective for viewing with mobile phone VR headsets.


I don't know about other headsets, but on the Gear VR, anything less than this res is an objectionable drop in quality. The people we showed the 18K 60 fps videos loved it. Some said it was the best thing they had ever seen on the Gear VR. In this case they also had an A/B test - the same video was on the GVR at 4K x 2160 res, which was all we had before the show.

It takes a while to render at this res locally, but ORC can do a shot at 18k 60 res in a few hours using about ~500 GPUs. That is what we used to render these video frames for Siggraph.
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