Keeping stereo viewing capability but turning off 6DOF viewing in headsets

  • Keeping stereo viewing capability but turning off 6DOF viewing in headsets --- is this possible currently?

    6dof (roll,pitch, yaw, x, y, z) movement is the default in krpano WebVR scenes at the moment. And this is great for exploring 3d model -based scenes but it is not ideal when you just want to have a image/depth panorama without 6dof but in stereo. What happens now is that in vr in a 6dof capable headset (eg. Oculus Quest and Oculus Rift) as soon as you start to just look around -- not only moving about with your whole body - the head movement in x, y, z starts to cause drastic visible distortions in the contours of the closer objects in the scene

    Image/depth panoramas have advantages over regular stereo (L/R) panoramas even without 6dof capability. eg. Perfect stereo at zenith and nadir and the possibility for tweaking the depth map so very close areas have comfortable stereo.

    Dersch's PTViewer3D for example (though this is not working currently on my hardware except for the command line version
    https://webuser.hs-furtwangen.de/~dersch/PTViewer3djs/index.html
    https://webuser.hs-furtwangen.de/~dersch/PTViewer3d/PTViewer3d.pdf
    PTViewer3D (there are different versions) allows you to tweak the amount of stereo effect, have various viewing modes, eg. squeezed SBS for 3D TVs, and wiggle modes with variable amounts of L/R wiggle -- like Depthy image/depth animations or Stereophoto Maker's "Single image" viewing mode
    http://depthy.me
    http://stereo.jpn.org/eng/stphmkr/ (which has extensive depth tools btw)

    For the Facebook 3d Stereo Panoramas Group (closed but approvals are quick) I wrote a post recently reporting tests of krpano image/depth panoramas on different Oculus headsets viz. Oculus Go, Quest and Rift -- where I discuss this and related krpano image/depth topics in some detail using a 360 image/depth panorama I made from my twin SBS DSLR fisheye VR180 rig (with the depth map generated from Fusion Studio with aid of the KartaVR (free) toolkit)
    http://www.stereopanoramas.com/stjames/stjames.htm

    "Image+depth krpano panoramas in Quest and Go and Rift -- my testing results:

    Quest: currently (with the latest (v.9.0) and previous builds:
    the Oculus browser does not show stereo or tracking in the
    WebVR krpano panorama -- but otherwise it is working ie. it is a 2D (3DOF) panorama you can look around in
    Firefox Reality browser on Quest : excellent stereo depth impression and tracking . The trouble is that even with minimal looking around 6dof head movement the viewpoint is displaced such that errors on contours are instantly apparent. For plain (non-6dof) stereoscopic image/depth panorama viewing you want to be able to turn off 6dof capability -- so it runs like a standard stereo panorama viewer eg. like Dersch's image/depth pano viewer where 6dof is an option.

    Since yesterday, with the release of the v.9.0 build for Quest you can switch off tracking in Quest and the Guardian goes away but then the Quest reports that Firefox Reality app can't run because it requires tracking to be switched on.

    Go: krpano WebVR image/depth panoramas work in stereo in Firefox Reality - and there is no tracking of course from body movement but you can explore the panorama in depth with the touch pad.
    The trouble is that the stereo impression is much less than what is shown on Quest (or Rift) -- almost subliminal. You could compensate for this by tweaking the depth map for Go I guess (make the depth map much more contrasty).

    Rift: stereo impression and tracking is excellent but like the Quest you cant switch tracking off. The Rift has the advantage that you can launch the panorama in the Rift directly from the desktop using Firefox desktop browser and the tracking is super smooth (we will be able to do this launching from the desktop I think in Quest too when Oculus releases its linking cable for the Quest). Rift is the goto solution currently for working on depth map tweaking on the desktop."

    https://www.facebook.com/groups/3dstereopanoramas/permalink/2394825234116783/[/size]
    [size=10]


    Edited 3 times, last by mediavr (October 4, 2019 at 2:45 AM).

  • Hi,

    Keeping stereo viewing capability but turning off 6DOF viewing in headsets --- is this possible currently?


    Yes, just set the postracking setting to false:
    https://krpano.com/plugins/webvr/#postracking

    E.g. add this anywhere in your xml to overwrite the default:

    Code
    <plugin name="webvr" postracking="false" />


    Quote

    Quest: currently (with the latest (v.9.0) and previous builds:
    the Oculus browser does not show stereo or tracking in the
    WebVR krpano panorama

    But then there must be something strange wrong, stereo-rendering and positional-tracking is definitely working in the Oculus Quest!

    Quote

    The trouble is that the stereo impression is much less than what is shown on Quest (or Rift)

    That's even more strange - why should the stereo impression be different between Go or Quest (or Rift or Vive)...? The rendering output is basically always the same... Maybe check if the IPD was set to the same on all your headsets...

    Best regards,
    Klaus

  • Re my test page http://www.stereopanoramas.com/stjames/stjames.htm not working in stereo or with tracking on Oculus Browser on Quest (though working in mono and without tracking --- and working fine with stereo and tracking on Firefox Reality on Quest.

    I have tried the krpano samples on Quest and they work fine (I only tried them on Firefox Reality browser before). Could you try my test page please on Quest with Oculus Browser?

    Can I zip my page upload and send it to you to check if it is not working with stereo and tracking?

  • Hi,

    Re my test page http://www.stereopanoramas.com/stjames/stjames.htm not working in stereo or with tracking on Oculus Browser on Quest

    Right, it doesn't work in the Quest...

    I think the problem is the image-size of the depthmap image (7200x3600), krpano currently doesn't check the texture limits or does down-scales too large depthmap images (but that's already on my list).

    As solution try downscaling your depthmap image to a size between 1024x512 and 2048x1024. Larger sizes wouldn't be used anyway, the internal distortion mesh (adjustable by the display.surfacesubdiv setting) normally wouldn't be able to that high-resolution without heavily reducing the rendering performance of the device.

    Best regards,
    Klaus

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