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Author   Topic : "360 degree panorama painting"
Novacaptain
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PostPosted: Wed Dec 17, 2003 5:12 pm     Reply with quote
www.canelhas.uaivip.com.br/pan.mov
Quicktime X.Y required (i'm guessing 4.0 or 5.0 maybe...6.0?)


What i tried to do was paint a picture that would be viewable in 360 degrees. This uses a cylindrical projection, but i know that there are other methods out there that allow more vision upwards and down which is what i was looking for originally. It's pretty sketchy, i know- i didn't want to put in too much time into it in case it went wrong (and it did of course). I'd love to get some help with this. Has anyone done this before? Care to try?

I used ArcSoft Panorama Maker 3.0 (all i could find and it really sucks) any suggestions for software would be very welcome.

www.canelhas.uaivip.com.br/panohome.jpg
This is the original painting, some parts got "eaten" during the process of making it pannable
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Tinusch
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PostPosted: Wed Dec 17, 2003 5:42 pm     Reply with quote
Can't help you with the technical aspects, but that is damn cool.
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Dan
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Joined: 24 Sep 2000
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Location: Kingston, Ontario, Canada

PostPosted: Wed Dec 17, 2003 6:34 pm     Reply with quote
I did some looking into this for a fun science project where i made a 180 degree wraparound panorama. I found out on my own that it turns out that perspective lines become sinwaves, makes sense since you're curving stuff into a circle essentially. I didn't work out the math of it though. I think Esher did this stuff a bit, and these days you can just get computers to do it for you. Anyways, vertical lines are still straight, but horizontal lines are sinwaves so a sinwave of length 360 degrees will appear as a straigt line that wraps 360 degrees aroudn the viewer. And so then obviously your vanishing points are where your sinewave will cross the horizon so a straight line will appear from the horizon infront of you and disappear 180 degrees away, behind you.
I don't think it's possible to be able to paint something where you can look up and down on. Atleast not on a single flat surface without having to make some extreme distortions because what you're trying to do is represent a sphere on a flat plane
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balistic
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PostPosted: Wed Dec 17, 2003 11:29 pm     Reply with quote
That's a cool paint cap'n. Nice mood. Makes me forget it's freezing outside.

I don't think your lighting is quite right though. Because this is supposed to represent a full 360 degrees, the front of the hut should be lit directly by the sun, as if it were shining from behind you (because when you project the image, that's where the sun ends up) . . . It's somewhat counter-intuitive at first, I know.



This is a section of a 360-degree cubic projection I did for a game. Note how the rising sun is at the edges of the image, and that frontal lighting occurs in the center, which ends up 180 degrees from the sun when projected. It looks really weird flat like this, but it is correct in 3D.

If the sun is at your back, things in front of you should be frontally-lit.

But it's a cool piece regardless . . . don't let my overzealous illuminative engineering make you think otherwise Smile
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eltazar
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PostPosted: Thu Dec 18, 2003 2:49 am     Reply with quote
Realviz Stitcher has some nifty panoramic conversion options, and is very easy to use. I think demo allows you to save Smile
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Duracel
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PostPosted: Thu Dec 18, 2003 8:08 am     Reply with quote
its cool - like it very much ... great speedpainting and the 360� view is weired but just really cool! Wink
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Dan
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PostPosted: Thu Dec 18, 2003 3:25 pm     Reply with quote
In case anyone is interested I worked up a quick perspective guide for doing 360 degree panoramas. http://home.cogeco.ca/~dmr/perspectiveguide.psd
It won't help too much with those landscapes, but if you are trying to do a city you are gonna need some way to draw perspective lines
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spyroteknik
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PostPosted: Thu Dec 18, 2003 4:34 pm     Reply with quote
very nice indeed, the 2 following examples are incredibly helpful too, interesting stuff
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Alen
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PostPosted: Thu Dec 18, 2003 10:48 pm     Reply with quote
very nice.. sounds like a fun project.
i'm gonna have to give this a try one of these days.
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Novacaptain
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PostPosted: Fri Dec 19, 2003 12:03 am     Reply with quote
tinusch - thanks Smile

Dan - yeah i remember you posting something about that a good while ago. Thanks for the perspective guide too! Post more art by the way. I love your drawings!

Balistic - Ah doh, you got me there you crazy photonic projection engineer. i'm guessing halfway across the image from the lightsource is where the light hits directly (180degrees)? That's a pretty stunning picture by the way. Do you know of any game developer's tools to make the cubes or "skyboxes" commonly used in 3d FPS games? I think that's pretty much what i'm looking for here.

eltazar - Ah, this software seems to have a lot of cool features. (the demo version makes the final rendering butt ugly tho hehe)

Spyro -thx

Alen - please do Very Happy

http://www.realviz.com/gallery/objects/mov/defense_night.mov
(referring page: http://www.realviz.com/gallery/spec.php?id=171&&offset=0&&product=st )

This is an example of a cubical projection (it actually seems easier?) where you have 6 images using a 1 point perspective in each (or so it seems).
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balistic
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PostPosted: Fri Dec 19, 2003 1:06 am     Reply with quote
Novacaptain wrote:

Balistic - Ah doh, you got me there you crazy photonic projection engineer. i'm guessing halfway across the image from the lightsource is where the light hits directly (180degrees)? That's a pretty stunning picture by the way. Do you know of any game developer's tools to make the cubes or "skyboxes" commonly used in 3d FPS games? I think that's pretty much what i'm looking for here.


Yeah, sounds like you understand what I mean.

I think most developers just wimp out and render their skyboxes in Terragen, or paint them with no distinct light source in mind. For mine, once I had worked out how the lighting should look, I created a 2048x512 image and divided it into four square chunks using markers/guidelines. I then painted the terrain without giving much thought to perspective, but I found that when I mapped the scene onto a cube in UnrealEd, the corners were apparent. I fixed that by applying a subtle pinch/punch filter (not sure what PS calls it, spherize maybe) at the center of each of each square section.

I had to play with the intensity of the filter a bit, but eventually I found a setting that made the thing look seamless in the game engine. Just looking at it in-game, you'd never know it was mapped to a cube.

Maybe I did it the hard way, but I didn't have any experience working on an FPS game before, so I just figured the problem out on my own.
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jfrancis
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PostPosted: Thu Nov 25, 2004 8:12 pm     Reply with quote
On a somewhat related topic, here's a page I put together on creating panoramas using flat planes and 3D software . . .

http://www.digitalartform.com/archives/2004/11/nodal_point_pan_2.html



If you do it right, you can slam flat planes through each other at arbitrary angles and never see a hint at all of the sharp angles between the plates.

You don't need to stitch images, you can leave them as rectangles, and you are not restricted to cylindrical camera paths.
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Odds
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PostPosted: Thu Nov 25, 2004 8:18 pm     Reply with quote
I really want to check this out, but, I get a 404 error. Sad
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jfrancis
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PostPosted: Thu Nov 25, 2004 8:35 pm     Reply with quote
I was just correcting a typo on the page; try again now. Hopefully it should work
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Odds
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PostPosted: Thu Nov 25, 2004 8:50 pm     Reply with quote
Still doesn't work.
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jfrancis
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PostPosted: Thu Nov 25, 2004 8:59 pm     Reply with quote
That's very strange. It works for me even in IE (which I never use, so I know it wasn't in the cache)

I'm not sure what to suggest other than maybe if you refresh?

Here's the link again

Here's the gist of it:


Start with some images all taken from a tripod (or rendered from a common point in space. Measure (or guess) the angle of the camera on the tripod


Map an image onto a plane. Make sure the plane fills frame.


Map another image onto another plane.


Make the planes have the same angle relationships to each other as did the cameras when the photos were taken (or rendered)

Since the cameras in this example had a 75 degree difference in Y, the planes must have a 75 degree diffrence in Y.


Pan at will across the images. They'll be seamless. You'll swear you were panning across a continuous panorama.


You can have multiple planes at multiple crazy angles.
As long as the crazy angles are the same crazy angles at which the cameras were,
you will have seamless textures.
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Hiipi
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PostPosted: Fri Nov 26, 2004 4:19 am     Reply with quote
Novacaptain your pages can not be found...
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Capt. Fred
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PostPosted: Fri Nov 26, 2004 9:52 am     Reply with quote
(Hiipi, the thread is nearly a year old.)
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