Re: [PanoToolsNG] Re: Realistic exterior views
- This takes me back to the great platform scrollers on the Commodore
64. All the best games used parallax scrolling to add a sense of depth
to what was primarily a 2D environment. Would be an interesting
technique to try and implement but I guess Imatronics already have a
patent on it so I'll pass.
On 2 Aug 2009, at 13:54, erik leeman wrote:
> This would do nicely:
> Motion parallax - When an observer moves, the apparent relative
> motion of several stationary objects against a background gives
> hints about their relative distance. If information about the
> direction and velocity of movement is known, motion parallax can
> provide absolute depth information. This effect can be seen
> clearly when driving in a car nearby things pass quickly, while far
> off objects appear stationary. Some animals that lack binocular
> vision due to wide placement of the eyes employ parallax more
> explicitly than humans for depth cueing (e.g. some types of birds,
> which bob their heads to achieve motion parallax, and squirrels,
> which move in lines orthogonal to an object of interest to do the
> - unquote
> But in our VR-case the observer cannot actually move, only rotate.
> That's why I suggested cheating by making the origins of the outer
> VRlayers move instead. I think you could get away with that without
> ill effects if the angle of the view trough a window is limited.
> Erik Leeman
> --- In PanoToolsNG@yahoogroups.com, Erik Krause wrote:
> > In this case perhaps Occlusion?
> > -> http://en.wikipedia.org/wiki/Depth_perception
> > best regards
> > --
> > Erik Krause
> > http://www.erik-krause.de
- Hi Jann,
Indeed mixed-light colour balance issues can really ruin interior panos with (or even without) outside views, but that was not the problem I was addressing in my posting.
In real life our heads and eyes do not turn in a 'no parallax point' when we look around us, therefore everything we see seems to be moving in relation to everything else in view due to parallax. Of course our brain very cleverly 'repaints' this imaging chaos, so we are not too aware of this effect.
But at the same time we do (unconsciously) use it to judge depth, especially for distant objects. This also works if you look with just one eye.
In VR imaging we do our very best to eliminate parallax, there's no way around it for obvious reasons. But eliminating parallax has a serious drawback that becomes very apparent when you try to capture a room with a view. Of course stereo panos would solve everything, but we are not there yet, so a 'make do' solution would, for the time being, be very welcome. That was why I was thinking about creating separate layers etc. to simulate parallax. All to repair the 'exterior view pasted on the window' effect.
Any suggestions on how to re-introduce depth parallax in a 360x180 degree panorama would be very welcome indeed!
(www.erikleeman.com - www.flickr.com/photos/erik-nl/)
--- In PanoToolsNG@yahoogroups.com, "jann_lipka" wrote:
> I would like to add my 5 cent regarding exteriour views.
> Much better way to achieve correct balance would be to light the
> room you are shooting images in . ( with flash )
> ( doing that is not easy with 360 .... )
> This is pre Photoshop way of doing interiours,
> if you are shooting just available light there will always be
> something wrong with the image .
> Even in the best examples here for example light reflections in the
> floor look way too bright for the view etc .