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Launch HN: Lifecast (YC W22) – 3D video for VR

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Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#21

We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…

This is where we were looking to go with our "metaverse for sports" app https://ayvri.com - Blending of 3D world geometries with video and photos captured from ground view, built into 3D models. I believe this is the future of video, I was calling it "spatial media" at the time. We still operate Ayvri, but have mostly moved on to other projects.

Sometimes someone links me to Ayvri (due to our overlap here) and it's always super impressive. As the capture tools get better, and something as sturdy as a GoPro can capture stable video suitable to watch on VR, the concept might pick up.

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#22
post #20

Hi! Seems very nice! How do you compare with the MPEG's software RVS [0] that is used as the decoder in the next video standard? Real-Time realistic 6DoF with only few images/videos, it is currently being ported to Oculus Quest 2 and next step includes MPIs ;) Demo: https://d2dxqgbltsja2l.cloudfront.net/vimmerse-resource/choc... [0] https://ieeexplore.ieee.org/abstract/document/9590541

I have seen a few similar approaches. Basically, have several views with corresponding depth map, then render all of them and blend. As with MPI, the problem is the Quest 2 doesn't have enough GPU power to do the blending (in my tests at least). So I will be pleasantly surprised if this method runs on Quest 2, and even more surprised if it shows up on Quest 2 + WebVR. There are also limits of video decode resolution,…

The real-time quest 2 version is on its way! But you are right on the decode resolution, RVS can handle any resolution but the frames drop is important. The main point is to use a view selection method to reduce the number of views. In the linked demo, the videos are all compressed together before being decoded in real-time, the final video packs 15 multiview video frames in one!

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#24
post #18

I’ll address the elephant in the room; I think that at this time, the use case for this with the widest potential for adoption is VR porn. I would very much like to see how well this adapts to, uh, organic surfaces. I’m not joking, so please don’t downvote me. :)

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Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#27

We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…

No email on your profile, ese!

Aside from that BitGym looks great!

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#28
This is a really worthwhile goal. I grabbed my Quest 2 and jumped onto the site. I wondered if the artifacts around areas in motion (eg the parachutist) are from compression or the 6DOF conversion process? Some 'tiling' effects on the grass areas had me wondering the same, but I imagined these were because the algorithm generates a certain size mesh even when the surface is fairly flat.

What options are there for filling in 'unknown' regions? On the fire spinner video, you can move your head from side to side, but you get darkish blobs shadowing out from behind the performer and the trees. That got me thinking about stereo separation with multiple 180 vr cameras as you mentioned, and how many 360 degree cameras (and/or TOF sensors etc) we'd need to approach real time photogrammetry and a scene where the VR user could walk a meaningful distance within the filmed environment. How plausible would that be given all your experiences in the area?

I'd love to see some downloadable full quality ones to see them in all their glory! Best wishes with it.

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#30

I own an Index and a powerful PC, and I'd like to experience a 6DOF video. (I'm not interested in making my own.) How can I do that? I haven't used WebVR, what do I need to do to get that working?

You would need to use a SteamVR-compatble VR web browser (maybe Firefox VR). Then simply visit one our demo pages in the VR browser. For example:

https://lifecastvr.com/hubner4.html https://lifecastvr.com/dancewiththewind.html https://lifecastvr.com/trickshot.html

Please LMK if that works for you. Thanks.

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