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Author Topic: Oculus Rift with green screen (unfortunately combined in post production)  (Read 2047 times)

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BadMouth

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This is the experience I want while wearing a VR setup:


Unfortunately it's all done in post production and that is not the real time view from the Oculus rift.  :'(



That is what the developers should be striving for though.
« Last Edit: April 20, 2016, 06:45:16 pm by BadMouth »

fablog

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Howard_Casto

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I think there are two things holding this back.  Motion tracking is still at wii/wii u level of accuracy unfortunately.  That means that the cg view would lag behind the real world view and that would have to be disorienting.  The other thing is the fact that getting a good video feed of the real world at your eye level where you are looking would have to be tricky to pull off.  The only way I can think of it working is putting the camera smack dab on the middle of the headset and because those stick out so far the geometry would be off.  Even then it has to be a fairly high end camera and the room has to be lit properly..... it might end up being cheaper and less cumbersome to just do all of this the old fashioned way with a bunch of monitors. 

I'm on board with you on this one... I think augmented reality is the only useful/fun application of vr.  I just think we've still got a 10-20 year wait ahead of us. 

Xiaou2

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Theres no reason why green screen couldnt be applied today.   All the device has to do... is have two cameras mounted in front of the eye area.
Lenses can compensate for any positional issues, if thats even needed.  (it could also be done in-game)

 The stereo images would be overlayed into the game directly...  and or converted into something cgi, and imported as such.

 Ive already seen software that, with only cameras... can generate full 3d models, with full color, texture, and accurate details.

 And as far as Ive heard... motion tracking on the new generation of devices is much more advanced.
The more reading / positional devices... the more accuracy.