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A recording of The Foundry’s livestream from NAB 2015. Jon Wadelton’s presentation on the company’s work in virtual and augmented reality starts at 03:33:30. You can find a rundown of the other speakers here.
[Vimeo]125446890[/Vimeo]
Despite the flurry of product announcements at last week’s NAB show, one of the most interesting sessions from the event was not about a new software package at all – or at least, not a specific one. In a tech preview on The Foundry’s booth, CTO Jon Wadelton unveiled some of the firm’s research in the fields of virtual and augmented reality, which may form part of future releases of Nuke, or of entirely new products. As well as showing off a new raytracing renderer, the session showcased some cutting-edge work on what The Foundry describes as the five key “pain points” when creating content for virtual reality applications. VR: the ‘Wild West’ of modern CGSpeaking to CG Channel from the show, The Foundry chief scientist Simon Robinson described virtual and augmented reality as “the Wild, Wild West” of modern computer graphics. “I don’t think any of us have any idea where it’s going to end up,” he said. “[Everyone] is doing it in their own special way. It reminds me of when stereo[scopic 3D] kicked off a few years back.” As well as the hype surrounding headsets such as the Oculus Rift, Robinson attributes the current explosion of interest in VR to the affordability of small, lightweight professional cameras. “If you want to roll your own [VR capture rig], the technology is there,” he said. Studios currently ‘rolling their own’ range from major players like Framestore and The Mill to smaller firms working in fields like dome displays for exhibitions. Given this range of backgrounds, it isn’t surprising that the pioneers in the field are all approaching the task of creating content for virtual reality applications in very different ways. “A lot of people have their own ‘secret sauce’,” said Robinson. “[As a tools vendor] we go to visit all of them and try to pull out common themes.”
The five key problems of VR #1: Camera aligment
Those common themes include what The Foundry describes as the five biggest problems in VR work: camera alignment and image stitching for environment capture, spherical compositing and rendering, and shot review.
The five key problems of VR #2: Stitching
The output of the VR_CameraAligner feeds into another new node, the VR_Stitcher, which combines them into a stitched panoramic environment, warping the source images to remove ghosting created by parallax issues.
The five key problems of VR #3: Compositing
Regardless of whether it ends up being the preferred solution, The Foundry has already done quite a bit of work on translating standard rectilinear image-processing operations into latlong space.
The five key problems of VR #4: Rendering
One new feature that may either augment the latlong view, or provide part of an alternative to it, is the Sight: an undistorted view of a small part of the 360-degree environment corresponding to the viewer’s point of focus.
The five key problems of VR #5: Shot review
The last of The Foundry’s five problems of VR work is shot review – more specifically, the hardware on which shots should be displayed during the review process.
更多信息:https://www.thefoundry.co.uk/eve ... ital%20confirmation
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