Virtual 3D

jdavison67jdavison67 Posts: 650
edited December 1969 in The Commons

The Oculus Rift is making a lot of noise out there.

Will Daz 3D benefit from this new technology?

I hop we are the leading content providers for this movement.

3D art will be so much more if it can be viewed fem every angle.

I hope the DAZ team is looking for ways of bringing these tools in line with emerging technology.

JD

Comments

  • ArtiniArtini Posts: 9,723
    edited December 1969
  • jdavison67jdavison67 Posts: 650
    edited December 1969

    I think it's a good gimmick.
    if you can create a 3D atmosphere that people can immerse themselves in, and add story telling elements.
    Virtual books with sounds, and animations, could be very cool.
    Someone will do it.
    Why not us?

    JD

  • wizwiz Posts: 1,100
    edited December 1969

    Artini said:

    There's no such thing as a "virtual retinal display".
  • wizwiz Posts: 1,100
    edited December 1969


    I hop we are the leading content providers for this movement.

    3D art will be so much more if it can be viewed fem every angle.

    I hope the DAZ team is looking for ways of bringing these tools in line with emerging technology.


    I don't think that this is likely. There's two things in the way.

    First, HMDs with a 9DOF tracking system (3 axis accelerometers, gyros, and mag compass) drift like mad and can't really be used to move around an object the way you need to to view it from every angle. You need an absolute position tracker, and that requires an unpleasant amount of infrastructure.

    Second, distributing 3D art that can be viewed from any angle involves distributing 3D models and a fast rendering engine. The EULA section 1.E. pretty much rules this out. The only way DAZ does this is through their game developer program, and that's moderately expensive, restricted to DAZ created (not brokered) models, and has restrictions laid down in section 3 of the EULA.

  • ArtiniArtini Posts: 9,723
    edited December 1969

    Even better, if one can have a 3D capable screen without necessity of using glases, like Hi-Res NaturalVision3D
    http://www.indiegogo.com/projects/affordable-3d-display-no-3d-glasses-needed
    but funding for this project is still not sufficient so far.

  • wizwiz Posts: 1,100
    edited December 1969

    Artini said:
    Even better, if one can have a 3D capable screen without necessity of using glases, like Hi-Res NaturalVision3D
    http://www.indiegogo.com/projects/affordable-3d-display-no-3d-glasses-needed
    but funding for this project is still not sufficient so far.

    Cool. That gives me a little hope for the human race.

    Normally, people don't smell BS, even in pretty massive quantities, and end up funding things that just can't be done.

  • Dream CutterDream Cutter Posts: 1,224
    edited March 2014

    According to this blog update, http://www.irrlicht3d.org/ - Ambiera is working at adapting IRLICHT 3d engine capability to the Oculus Rift. This is the technology I use to produce my webgl and android games. Should be exciting.

    Post edited by Dream Cutter on
  • Rayman29Rayman29 Posts: 0
    edited December 1969

    It would be great to have real depth of field when setting up scenes and poses. Head tracking isn't all that important to me.

  • Dream CutterDream Cutter Posts: 1,224
    edited December 1969

    Rayman29 said:
    It would be great to have real depth of field when setting up scenes and poses. Head tracking isn't all that important to me.

    Hah - Can you imagine posing the figures like full size manikins and dragging prop furniture around ? COuld be a workout and I'm not sure what the results would be to my R/L home.... My cats would think it was bizarre that's for sure - especially if I started moving the desk around room while wearing the goggles. :cheese:
  • TaozTaoz Posts: 9,979
    edited December 1969


    3D art will be so much more if it can be viewed fem every angle.

    JD

    Wonder if this can be used for Renders:

    http://www.thewebmaker.net/sample-easy-360-product-viewer/index-embosed-grey.html

    It's part of a $39 package with lots of other stuff so it's not that expensive.

  • wizwiz Posts: 1,100
    edited December 1969

    Rayman29 said:
    It would be great to have real depth of field when setting up scenes and poses. Head tracking isn't all that important to me.

    I think you mean "depth perception". Depth of field would be very confusing when setting up scenes.

    It sounds like you want 3D display support. That's not too hard: render the image from the left eye POV,, buffer it, change the viewpoint to the right eye, render again, bugger it, and feed the two buffers to the display. There are five 3D monitor formats (vertical interlace, horizontal interlace, side by side, over and under, and alternating frame) and several variations on anaglypk (colored glasses) for regular monitors (red/cyan, red/blue, green/magenta, etc).

    It blows my mind that so few 3D programs support that. It's not in DS, and I don't think Carrara or Hexagon have it, either.

    Blender has had it for half a decade.

    http://www.dalaifelinto.com/?p=864

    Lightwave got it a few months ago.

    That's all that come to the top of my head.

  • Dream CutterDream Cutter Posts: 1,224
    edited March 2014

    "Depth of Field" - Its a render option in E-on Software's Vue.

    Post edited by Dream Cutter on
  • wizwiz Posts: 1,100
    edited March 2014

    "Depth of Field" - Its a render option in E-on Software's Vue.

    Depth of field is a render option in DAZ Studio, Carrara, and Bryce, too.

    I just can't see, for the life of me, how it would help Rayman, who says "It would be great to have real depth of field when setting up scenes and poses". No 3D program that I know of allows you to use DOF when setting up scenes. It's not hard to understand why: it adds a ton of processing to the preview and there appears to be no benefit to the user.

    There are obvious benefits to having stereoscopic (depth perception, not depth of field) displays when setting up scenes, moving and posing figures, etc. and it only doubles processing, which isn't that big a thing.

    Post edited by wiz on
  • Mac68Mac68 Posts: 1
    edited February 2015

    I've done a simple out of the box implementation for DAZ Studio and Oculus Rift DK2. It's very easy, and only took a few minutes to set up. Requires nothing but the Oculus to be functioning your PC and to have the display configured for extended mode.

    1. Create a 2 new cameras and name them LeftEYE and RightEYE. Move Right Camera (RightEYE) to the right 5 cm or so. They should only look a couple of inches apart when viewed from the top. Make sure their Y and Z are the same, x should be around 5. (Adjust this as needed to determine the 'size' of your set)

    Parent the LeftEYE camera to the RightEYE camera. Remember only use the RightEYE camera to pan the around the scene. I would hide the camera tools for the left eye, so you don't unintentionally un-align your views.

    I went to the Posing | Shaping tab and set up a side by side view port, closed all other tabs and trees so that only the two viewports show. Use oculus in extended screen mode, and maximize it to the oculus window. Only move the parent camera. It's a little weird when panning, i usually have to close one eye because of the jutters between the two displays update times, but it works.

    Just wanted to share this with anyone who was trying, this is a pretty out of the box way of doing it. The results are pretty good, w/o using any coding or third party drivers. There were a couple of demos where they were using left eye/right eye cameras in blender to render 3d images, i thought why not use it for DAZ Studio. I'm sure this can be applied across multiple different 3d programs.

    This isn't really a detailed explanation, but if you have the time and patience you should be able to figure it out.

    If you have the Oculus DK2 you and a smart enough graphics card, turning the rift on and off should let you bounce between your oculus and primary monitor. That way you can come back to primary monitor and use the perspective view, or another camera in another tab to pose and move your objects about the scene.

    CameraView.jpg
    1032 x 844 - 117K
    oculusDemo2.jpg
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    oculusDemo.jpg
    1678 x 1012 - 198K
    Post edited by Mac68 on
  • linvanchenelinvanchene Posts: 1,382
    edited February 2015

    For those interested in holographic computing / augmented reality more information about advancements in those areas may be released at the

    GPU Technology Conference

    MARCH 17-20, 2015 | SILICON VALLEY

    http://www.gputechconf.com/

    - - -

    Post edited by linvanchene on
  • HarvellHarvell Posts: 37
    edited December 1969

    Rayman29 said:
    It would be great to have real depth of field when setting up scenes and poses. Head tracking isn't all that important to me.

    Blender is working on Depth of Field for their viewports.
    http://code.blender.org/index.php/2014/09/viewport-project-targets-current-state-of-the-code/
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