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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D

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Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Length 286 pages
Edition 1st Edition
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Toc

Table of Contents (13) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Objects and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-based Control 5. World Space UI 6. First-person Character 7. Physics and the Environment 8. Walk-throughs and Rendering 9. Using All 360 Degrees 10. Social VR Metaverse 11. What's Next?
Index

Capturing a 360-degree media


So far, we've been talking about monoscopic media—a 360-degree photo or video shot with a single lens point of view, albeit from all directions. When viewed in VR, yes, there are left and right eyes, but this is a stereo view of the same flat image that was projected onto a sphere. It doesn't provide any real parallax or illusion of depth through occlusion. You can rotate your head, but you should not move its position from the center of the sphere. Otherwise, the immersive illusion may be broken.

What about true 360-degree stereo? What if each eye has its own photo sphere offset from the other eye's position? Stereoscopic 360-degree recording and playback is a very difficult problem.

To capture non-stereo 360-degree media, you can use a rig such as GoPro Kolor, pictured in the following image on the left. It records all six directions at once with six separate GoPro cameras. The synchronized videos are then stitched together with special, advanced imaging software...

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