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  • "lizard.king" started this thread

Posts: 16

Location: Schweiz

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Monday, March 9th 2020, 4:53pm

WebVR Zoom Demo

Hi folks

Recently I aquired a Oculus Quest and started to play around with the VR options of krpano. The panos look phantastic in VR and the immersion in the scene is great, but I soon missed a option to have a closer look at the details of the scenes. So I started to hack the vtourskin.xml and a few details in webvr.xml to get a nice zoom option.

I didnt like the approach of zooming slowly like in some other WebVr zoom demos. As other have mentioned this feels unnatural and is somewhat confusiong.

Therefore I built kind of a binocular mode. Instead of just having the prev/next scene hotspots in the vr tour there is now a additional binocular hotspot which switches into a zoom mode which has predefined zoom levels (not very sophisticated yet) and a large overlay hotspot which maks part of the viewarea and leaves a binocular like viewing area open. At least for me with the Oculus Quest this feels quite ok and comfortable. *smile*

If you are interested, please give it a try at https//

In the binocular mode the controls to exit the mode and to change the zoom level are either floating for cardboard like devices (havent properly tested this) or the have a fixed pos for devices that have controllers like the Oculus Quest.

There is still need for improvment, so if you have any idea how to fix the following issues I'd be grateful for input:
  • On higer zoom levels the movement of the dots that represent the controllers targets get rather nervous. I guess the momevemt paras of the controllers need to be devided by the zoom level to fix this, but I did not yet find out where to do this. Any idea?
  • I'm still not completely happy with the position of the zoom in& out hotspots when using a device with controllers. Any suggestions?
  • If controllers are avaiable, it would be great if we could just point them somewhere and click the button to zoom to that place. Initiating the zoom when the button is clicked is easy, but I dont know yet if it is possible to force the pano to center itself on the clicked point and how to calculated the correct rotation values.
  • In the fake vr mode the mask does not cover the whole viewing area (depends on screen resolution). Still need to implement something to cover it all, preferable without just making the mask image much larger.
  • Any other ideas are welcome as well.

Last but not least, a small note for Klaus: When using a Oculus Quest (dont know about other devices) the points that represent the controllers positions are zoomed as well when the webvr.zoom value is used. IMHO this is wrong, only the actual scene should get zoomed. I have hacked the webvr.xml a bit to fix this, but I dont know if this fixes the issue for all devices.

This post has been edited 1 times, last edit by "lizard.king" (Mar 9th 2020, 5:04pm)