I have two panoramic images that I have stitched together using some proprietary software and my stereo camera. I would like to visualise them in VR mode inside my app.
Is there any tutorial for realising this using Unity?
Related
I have a 2D video and I would like to move it into 360. I'm aware of the differences and so on and so forth but, I would like to have a 360 video with something like a cinema room and, in the main screen, that 2D video would be displayed.
Is there any suggestion, automatic tool for that, or anything that could be useful? I'm open to use Unity3D, blender or any software related to video editing.
The usual approach is to use a computer generated world or a 360 image for the cinema room rather than a 360 video, and display your 'flat' 2D video on a 'screen' or wall in that generated room.
You basically render the video onto a texture that you have set up in Unity. This is supported as standard by Google VR for unity(https://developers.google.com/vr/develop/unity/video-overview):
Streaming Video Support
The GVR SDK for Unity includes an additional GVR video plugin that supports streaming flat and 360° videos in both mono and stereo formats by using the ExoPlayer library to handle decoding and rendering of video, audio, and related streams. ExoPlayer provides all the standard playback framework for both videos embedded in your application and streaming videos, including adaptive streaming support, such as DASH and HLS.
For example the Netflix version, VR Theatre, looks like this - the video plays on the 'screen' in front of the viewer:
If you look on the unity asset store you can find complete home or cinema 360 'images' that you can use in Unity also - for example (at the time of writing): https://assetstore.unity.com/packages/templates/vr-home-cinema-66863
Unreal Engine has a plug in : Stereo Panoramic Capture. After enabling the plugin, the command:
SP.PanoramicScreenshot
renders two images, one from the left eye, and one from the right eye.
Is anyway we can only render from a single eye to save the render time?
I don't see any other command that allows me to do so, the only option seems to be hacking the source code.
Stereo Panoramic Capture Reference
I'm trying to play an Alpha Video inside a sphere which has a StereoPanoSphereMaterial using a shader "GoogleVR/Demo/VideoDemo InsideShader" and is used to play a 360 degree video.
I'm using a GoogleVR/Unlit/TransparentOVerlay shader on a Quad to run my Alpha Video inside the sphere. It appears to be running fine when I run it in the editor but when I run it on my device it just shows a blank Quad which is supposed to be transparent and the video cannot be seen as well.
I've tried playing it with other given shaders as well like FX/Flare, Unlit/Transparent to no use.
Any tips on how to play an Alpha video inside my 360 degree video sphere?
Game View in the Editor
Scene View in the Editor
View on Phone
So for anybody following this thread. The problem is that GVR SDK apparently do not support .mov format as of now even when Unity does. So we converted the video in a .webm format and it is working not to the best of our expectations but does the job of playing the Alpha Videos inside the sphere playing the stereoscopic video for now.
Also note that out of the shaders present in default with Unity only FX/Flare shader works well with this format to play videos in VR.
P.S. I also tried to place a PNG image as a component inside the view, even that is not working for now, even when it works in Unity.
I'm currently developing on Google Tango using Unity. Currently when I add Tango Delta camera and Tango AR camera, only one camera can be used,when I tried with motion tracking and depth perception, the real environment cannot be seen. Is it possible to achieve depth perception using the AR camera?
Yes, Turning Depth Perception On/Off isn't controlled by the Camera you use, but by a setting on the "Tango Manager".
The camera you select isn't enabling or disabling Tango core features, it's just displaying stuff in different ways. You could use the Delta camera with Motion tracking enabled but Depth disabled, for example.
Open your Tango Manager in the Inspector and look for "Enable Depth".
Several of the Unity Examples use Depth alongside the AR Camera.
You can also check out the Depth Perception Tutorial
I am new to develop augmented reality apps. I have followed some tutorial to show 3D model using unity 3D and vuforia and it works fine. Now I need to show 2D image instead of 3D model
As suggested by Bart in the comments. Go ahead and put in a plane. On the plane add a Texture that has the picture of the image you want to see.
FYI: Augmented Reality is for the eyes to view a 3D image. Else we'd
just be using an app on screen.