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Kodak PIXPRO SP360 4K available in late November

Kodak is entering the 4K realm with its new action camera PIXPRO SP360 Camera. PIXPRO SP360 is known for its versatility as a super wide lens camera. The price is ¥ 64,260 (around $530) that puts this camera in direct competition with the goPro 360 rigs. Now you just need to use two PIXPRO and you will be able to capture full 360 super high resolution with just two stiching seams. Compared to six GoPro’s this cuts production costs way down while keeping quality at a good level.

KODAK PIXPRO 4k
KODAK PIXPRO 4k
OLYMPUS DIGITAL CAMERA
Field of View
OLYMPUS DIGITAL CAMERA
HDMI Live preview

The SP360-4K can capture both videos and high-resolution photos while being able to pan 360 degrees horizontally and also do some surprisingly wide angle vertical shots to a range of 235 degrees. Furthermore, this camera comes with a fairly decent F2.8 aperture and also includes a ½.3-inch 12-megapixel BSI CMOS sensor.

The SP360-4K can shoot video in 4K UHD at 2880 x 2880 pixels and can also do time-lapse shooting or burst photo shooting as well. There are also 10 different viewing modes in the SP360-4K. These include Dome (235 degrees), Front, Global (360 degrees), Ring, Segment (180 degree segments in two opposite directions) or Panorama.

kodak_pixpro_4k_dual

Source: 4k.com,  http://getnavi.jp/9626

Microsoft Research releases Image Autocomplete support for Video

A few years ago, Microsoft Research’s Computation Photography Group launched its free Image Composite Editor (ICE), a tool for stitching together panorama photos and creating gigapixel images. Now with the support for video the tool can become usefull for creating 360 panoramas.

Finished panoramas can be shared with friends and viewed in 3D by uploading them to the Photosynth web site. Panoramas can also be saved in a wide variety of image formats, including JPEG, TIFF, and Photoshop’s PSD/PSB format, as well as the multiresolution tiled format used by HD View and Deep Zoom.

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More canvas to play with – 360 Degree Filmmaking for VR


Filmed @ Oculus Connect 2014. A must watch for anyone thinking about creating 360 video content. The panel speaks about creating 360 video that is compelling ot the viewer. What is narrative storytelling and how to do it in 360? Should it be a floating ghost? Is the audience a by stander or do you become a characted in the story? Learn more about this type of filmmaking.

Carmack (Oculus CTO) talks about 360 video challanges.

360 video Samsung Gear VR
John Carmack holds a Samsung Gear VR Headset

“People that are resolution-picky will probably prefer monoscopic videos, which can have twice the resolution of stereo videos. The stereo effect may not be worth anything to you if you can’t get past the blurring.

Here are some notes about video quality that I circulated internally at Oculus:
The hardware decoder on the Samsung devices can handle a lot of bit rate; I think we have successfully played back up to 80 Mb/s, but the largest image stream it can decode is 4096×2048 at 30 fps. For a monoscopic panorama that is roughly the resolution that we render synthetic game content at (but game content is 60 fps), but less than half the optimal resolution for display on the 2560×1440 displays.
There are two limits in play here — the Google video framework in Android has an (arbitrary, as for as I can tell) limit of 2048 lines high on an image, and the decoding hardware has a limit of about 240 Mpixels/s which can be flexibly divided between image size and frame rate. The optimal video stream for the current hardware would be about 6000×3000 at 60 fps in stereo, or 2160 Mpixels/s. A factor of nine over what we have now. When we get 4k displays, that will double again.

The videos we play back now are, in my opinion, “good enough”, but it is clearly still a point that is arguable. One of the super-picky and critical artists we work with kept telling me that our 4k x 2k panoramic photos just didn’t look good, but when I developed the “overlay plane” technology that allowed us to directly sample 1536×1536 cube maps (roughly equal to 6000×3000 equirectangular panoramas) without double-distorting for VR, he finally said “Yeah, that looks good”. He still hates the quality on our panoramic videos. All of the still images in the 360 photos VR app are processed for this resolution, but they don’t necessarily have an optimal content pipeline and compression settings for peak quality.
I want to be able to demonstrate video at this peak quality level, and I think it is going to be important in the coming years, but it isn’t clear what the user experience would be for acquiring and viewing these massive datasets, so this is not the priority of the day.”

 

source: reddit