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fixed typo on bcinvr page
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ryanreede committed Feb 6, 2017
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Expand Up @@ -144,7 +144,8 @@ <h2>Shooting and Stitching</h2>
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<h2>Stereo Cubemaps for VR</h2>
<p> Implementing a 2D cubemap as I did for the Irish VR project is a cinch in Unity. You simply create a new material as a cubemap, drag each of the six squares into place and let the skybox take in this material. Doing this for 3D was significantly more difficult however as the Unity SDK for the Oculus Rift at the time made accessing different components for each eye in the camera prefab difficult. I was able to produce a working version in Unity using some clever tricks such as <a href="http://bernieroehl.com/360stereoinunity/">culling masks,</a> but the image quality was noticibly worse than the Oculus' resolution and the program would drop frames from time to time. I began to look into alternatives and abondoned Unity for Unreal Engine upon finding this <a href="https://github.com/opamp77/StereoCubeMapImporter">project</a> on Github by opamp7. The Stereo Cubemap Importer would handle importing images and projecting them properly for each independent eye. I took a quick course on Lynda to understand the basics of Unreal then dove in using the Stereo Cubemap Importer. </p>
<p> Implementing a 2D cubemap as I did for the Irish VR project is a cinch in Unity. You simply create a new material as a cubemap, drag each of the six squares into place and let the skybox take in this material. Doing this for 3D was significantly more difficult however as the Unity SDK for the Oculus Rift at the time made accessing different components for each eye in the camera prefab difficult. I was able to produce a working version in Unity using some clever
tricks such as <a href="http://bernieroehl.com/360stereoinunity/">culling masks,</a> but the image quality was noticibly worse than the Oculus' resolution and the program would drop frames from time to time. I began to look into alternatives and abandoned Unity for Unreal Engine upon finding this <a href="https://github.com/opamp77/StereoCubeMapImporter">project</a> on Github by opamp7. The Stereo Cubemap Importer would handle importing images and projecting them properly for each independent eye. I took a quick course on Lynda to understand the basics of Unreal then dove in using the Stereo Cubemap Importer. </p>
<p>To get my cubic formatted images into Unreal, I had to convert them into a format known as the <a href="https://www.reddit.com/r/GearVR/comments/35g8w7/real_world_stereoscopic_360_panoramas/">Carmack Cubic Strip,</a> A 12:1 rato rectangle where each of the twelve squares from left to right were &nbsp;organized as follows: (left eye first) back horizontally flipped, front&nbsp;horizontally flipped, up rotated CCW 90º then horizontally flipped, &nbsp;down rotated 90º then horizontally flipped, left horizontally flipped, right&nbsp; horizontally flipped. The process then repeats for right eye leaving us with a Carmack Cubic strip for a scene. </p>
<img src="../../images/bcinvr/strip.jpg" width="100%" style="margin: 10px 12px" >
<p>Clearly, just the process of making these strips is a tedious one, so wrote a Python scripts to build the strips for me. I made sure that all of my files were properly named and in the right directories, then I ran the following script on them to build a strip saving days of work in Photoshop. </p>
Expand Down Expand Up @@ -210,4 +211,4 @@ <h2>Connect</h2>
<script src="../../assets/js/main.js"></script>

</body>
</html>
</html>

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