![]() Advanced professional stitching tools, such as Adobe CC Premier, Insta 360 Pro and SGO Mistika, apply complex optic flow distortions to make these image regions error free and seamless to the Viewer. Specifically, since the position or direction of objects appears to differ when viewed from two neighboring camera positions, there are artifacts appearing in the stitching line. As the nodal point of these camera lenses is the offset from their ideal central position, the stitching process itself suffers from the inherent problems associated with parallax. As a first step they primarily focus on high quality video stitching from an array of spherically arranged miniature cameras with wide angle lenses and overlapping imagery. ![]() There is a vast number of currently available tools for VR content stitching, post-production and annotation. Finally, in Section 5, our Conclusion and Future work are presented. Section 3 outlines several key challenges facing VR productions today with our solutions to these challenges, followed by a presentation of our test results in Section 4. In Section 2 we briefly overview and assess related work and currently available tools in the market. In the following sections we describe in detail each of these advances and their significant contributions to the production workflow. Similarly, for automatic annotation and cinematography, we have developed a deep learning-based object detector and a dense optical flow module operating at nearly 99% accuracy, and finally for 360˚ depth estimation we introduced a novel deep CNN solution to infer depth directly on the equirectangular domain. For on-set quality control we introduce a novel 360˚ video quality assessment pipeline (Vidicert), capable of on-the-fly assessment of camera setups and imaging conditions. More explicitly, for camera placement and management we developed a multi-camera control architecture, called OMNICAP, capable of optimizing the placement and remote management of up to 64 mixed camera units. To address these challenges, we describe an integrated solution (Hyper 360) and available tools that we have developed and demonstrate their practical use with examples from Music, Fashion and Film industry applications. Our set of problems ranges from principles of 1) optimal camera placement & management to 2) on-set quality control extended from methods used in video quality assessment, 3) automatic annotation & cinematography to convert panoramic videos into a normal field-of-view for optimal viewing experience, and 4) 360˚ depth estimation to be able to estimate structure and semantics in 360˚ scenes and insert additional 3D elements as a post-production step. In this paper we go beyond these elements and focus on four fundamental problems that real-life VR productions are facing today in particular as they relate to immersive story telling as a necessary element for narrative and technical immersion. To date, most research consists of quantitative experiments that concentrate on audience perception of content, viewing habits or technologically focused studies, e.g., on watching a video on different devices, while the power of actual storytelling for this new, innovative format is still being invented. ![]() Existing tool sets primarily focusing on a) high quality video stitching, stabilization and optimal encoding with minimal loss of raw camera data and b) interactive annotation tools to place hot spots, embedded images and videos combined with visual links for interaction and storytelling purposes. mobile device, VR Headsets or conventional TV sets via HbbTV). ![]() A critical factor for the long term success of 360˚ video content is the availability of convenient tools for producing and editing 360˚ video content for a multitude of platforms (e.g. Professional 360˚ video cameras capture the entire viewing sphere and create stitched video output typically in 4 K, 8 K monoscopic and 6 K stereoscopic equirectangular format. Virtual Reality (360˚) video content recently got very popular in the media industry as it allows viewers to experience the content in an immersive and interactive way.
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