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This is just too out there to not share ... jbd

http://www.videoedge.net/news/research-development/new-software-exp...

" The USC's Institute of Creative Technologies is developing software that will allow for easier creation of stop-motion virtual reality pieces. As The Creators Project explains, "In this new VR world, artists can simply drop animated models into a virtual environment. By rendering the models in real-time and capturing each in a ring of 360 images, the software maintains all of the characters' geometric details and surface properties." - See more at: http://www.videoedge.net/news/research-development/new-software-exp...   "

Comments everyone?

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The way it can choose the right angle out of 360 images in real time, for VR, is quite impressive - but probably of no particular use to me.  But even for a conventional film there are a lot of compositing situations, in 3d or in 2d, where the angle needs to change.  

A flying creature, shot in one spot against greenscreen can be made to fly across the landscape, but really the angle we see it at should change as it goes across the screen - if it doesn't, we can somehow sense it as a flat image.  I cover it by rotating it a bit as I animate, but having a full set of angles to choose from would be nice.   (I did rotate a flying Harpy a full 360 degrees for one shot where a flock of them would be flying in  circles, but it was still just one photo for each pose.  If the wings were up when it was flying straight towards camera, I couldn't decide they should be down, it was at a different angle when they were down.)

On the other hand, I would need some massive external hard drives to store 360 images for every frame, especially if they are RAW format!

Back in the VR world, one thing puzzles me -   Rotating the puppet 360 degrees on one axis just gives you the angles as you move from side to side.  It does not give you the change in vertical angle that you see as you walk closer - as you get close, you should see more of the top of its head as you look down on it.  Eventually you could be above it, looking straight down.  A full set of views would be 360 x 360 photos!  Assuming you wouldn't ever squat down and look up, maybe only the top 180 degrees would be needed, but even 180 x 360 equals 64,800 images for every frame!

 

That rotating the bird slightly advice is genius!! Thanks again for sharing your wisdom Nick. moving on, there are three cameras in his setup so that would give you some of the shift in the vertical axis wouldn't it? My concern would be the time it takes to take each frame and, again, the storage. The end result does look pretty stunning however. One last thought, does the lighting stay in the same place as the photos are taken or does it "move" with the puppet? In the video it looks like the lighting stays in the same place but wouldn't that lead to funky lighting in the VR world?

Here is sort of an update on stop motion & virtual reality via this behind scenes from the Tippett Studio

Fever Dreams - Phil Tippett & The Making of Mad God VR from Kaleidoscope on Vimeo.

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