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Seamlessly transitioning between nearby environment maps

category: code [glöplog]
 
I'm wondering what is the best way to achieve an effect like here: https://matterport.com/try/ when the camera is traveling between points in space.

Apart from simple color crossfade there seems to be some sort of perspective reprojection giving the illusion of movement.

Any idea how to do this? I guess it should be possible with color+depth cubemaps?

Thanks for any tips!
added on the 2016-03-03 00:53:51 by masterm masterm
why is the camera inverted? not a nice fly.
added on the 2016-03-03 01:08:15 by yumeji yumeji
Google Street View does this too, I think it's just a bit of perspective stretching to give the illusion of motion.
added on the 2016-03-03 01:09:51 by Gargaj Gargaj
Matterport seems to be not just cubic environment maps like streetview, it looks more like they use the spatial info from the proprietary 3D camera for reprojection when zooming
Matterport's tech makes it possible to capture the environment into point clouds (or something similar). Seems that they use this data for transitions and then just fade in/out the spherical maps when not transitioning.
added on the 2016-03-03 09:22:42 by pommak pommak
I see. So is there any way to achieve something similar with just environment cubemaps? All data I have is color + linear depth at each pixel (so I can reconstruct view space position).
added on the 2016-03-03 10:47:40 by masterm masterm
cool!
added on the 2016-03-09 16:49:38 by rloaderro rloaderro
Deep Stereo: Movie, Paper.
added on the 2016-03-09 18:28:59 by hfr hfr
Its a classic issie ever since half life 2.

A Common trick is to use doors and passages and high dynamic range effects like simple spotlights in a curved halway without environment-reflecting Things in them to mask The transition between env maps.

Or You so it like guild-wars and just blend smoothly betwern whole cubemaps. Looks cheap and Works with high Performance. Often The cheap trick is The Best method.
added on the 2016-04-03 20:19:26 by ollj ollj

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