How is the street example scene in the ORBX player built?

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How is the street example scene in the ORBX player built?

Postby AutoactivaGmbH » Mon Nov 28, 2016 12:31 pm

AutoactivaGmbH Mon Nov 28, 2016 12:31 pm
Hey,

I want to recreate the example scene in the ORBX Media Player App in the Oculus Store. How was is created?

I guess a stereo cubemap was used however how does one implement animations like the car driving by in the background? Is it just rendered into these frames?
What format should the exported file be?

Edit: This question is mostly aimed at displaying animations in a usual 3D scene.

Thank you
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Re: How is the street example scene in the ORBX player built?

Postby AutoactivaGmbH » Wed Nov 30, 2016 9:27 am

AutoactivaGmbH Wed Nov 30, 2016 9:27 am
Anyone any idea how animations can be implemented in VR-Experiences?
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Re: How is the street example scene in the ORBX player built?

Postby Goldorak » Thu Dec 01, 2016 10:09 pm

Goldorak Thu Dec 01, 2016 10:09 pm
The Keloid 18K60 loops are a single layer and playing back 360 frames (6s). If you notice in the Kremlin scene, even the trees are moving a little.

When ORC renders VR frames it also compresses them (which can take longer than the render, even on cloud) for various platforms and resolutions, based on OpenGL compute needed to decode the frames.
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Re: How is the street example scene in the ORBX player built?

Postby AutoactivaGmbH » Fri Dec 02, 2016 10:58 am

AutoactivaGmbH Fri Dec 02, 2016 10:58 am
Thanks for your reply.

What do we need to do to gain access to this technology?
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Re: How is the street example scene in the ORBX player built?

Postby Goldorak » Thu Dec 15, 2016 12:21 pm

Goldorak Thu Dec 15, 2016 12:21 pm
It's only on ORC right now, but ORC is available if you want to use it for this kind of VR work.
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