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Category: VRcine

12 June 2017

5.7k VR Video Footage of Garmin VIRB 360 Camera

Written by Paul Moon

This is my first test of the new Garmin VIRB 360 Camera. So far, it ain’t goin’ well! The product is fresh from the factory, and I checked its lenses that are spotless/never touched, but these chromatic aberrations and overall foggy smudginess around the highlights are a big problem.

Aiming to push the camera to its maximum specs, I used the so-called “RAW” mode that doesn’t stitch in-camera. I also selected the Neutral color profile, to protect the highlights and accommodate later color grading. The reported ISO of the clip was quite low in this environment (a little over 100), but the digital noise and compression artifacts make the high resolution of this product (its best feature) almost meaningless.

Because the device is incapable of stitching its peak 5.7k resolution in-camera, and because Garmin provides no solution for dealing with that footage (Garmin’s VIRB Edit software fails to mention anything about this), I needed to use Autopano Video for manual stitching. Weirdly, although that program’s Fisheye Lens stitching parameter worked surprisingly well, this camera’s metadata reporting a 6mm focal length actually performed poorly: Autopano Video only stitched accurately after manual entry of 8mm; and then, all that was left was to level the horizon (easy).

Because Adobe Premiere is still in the stone ages when it comes to VR, there is no possible way to export 360-degree equirectangular videos at any higher resolution than 4k in H.264. Thus I could not do any editing to the clips and needed to export them straight from Autopano Video into ProRes format at the full 5760 x 2880 resolution that you are able to see here at this clip via YouTube. (The official H.264 spec is ultra-conservative, and Adobe obeys it, by preventing any exports beyond 4k, even though outside conversion — with further generational loss — is possible using other less conservative encoders like FFMPEG, which is itself a non-GUI command line dinosaur.)

I also ran a test using the in-camera stitching at the slightly lower 4k resolution (standard ultra-HD at 3840 x 2160 resolution). Embedded below (uploaded straight from the camera file, without any further encoding), it doesn’t look much better, further proving that the resolution gain of 5.7k is dramatically offset by poor optical quality, from the lenses down to the sensor.

I’m losing interest fast in this once-promising new product, but a full review will get published eventually here via sister site www.VRcine.org. Now, all eyes are on the Yi Technology 360 camera, which I hope to receive soon…

June 12, 2017 FocusPulling Original, FocusPulling Original Video, VRcine 2 Comments
08 March 2017

A Guide to Vimeo’s New Virtual Reality (VR) 360 2D/3D Video Support

Written by Paul Moon

Vimeo seems to be on a tear these days. They finally got their Android app up to snuff last year, and now they’ve added virtual reality (VR) capability to their platforms. Another way of looking at it is, they’ve finally caught up to YouTube.  But here, I’ll make some distinctions and try to map out what we can expect from this exciting new feature.

Generally speaking, Vimeo wins filmmakers’ hearts in comparison to YouTube for a few reasons.  First and most important, their video compression codecs are simply better.  Naturally, in order to manage the upload traffic and storage at YouTube that’s orders of magnitude more than at Vimeo, YouTube videos simply look bad because they skimp on storage space.  (Sidebar:  it’s a well-known secret that if you render your footage into a 4k-UHD file, even if your target resolution or source camera resolution was 1080p, then when you upload it to YouTube, 1080p playback looks much, much better than if you just uploaded a 1080p file straight up.)  Another gigantically better feature at Vimeo is the ability to upload a newer version of a video file at any time, without losing the original URL (i.e., without breaking the link that’s already disseminated onto the Interwebs), and also without losing the existing play counts/likes/analytics/SEO.  At YouTube, even a tiny revision to your video makes you start from scratch.  Lastly, the simple fact is, there are less trolls and negativity in comments at Vimeo.  I don’t like politics, but can’t avoid noticing an irony:  that the official color of YouTube is red, and the official color of Vimeo is blue…

I’m excited about Vimeo adding VR capability because it’s something I’m tiptoeing into.  Problem is, the capture technology still stinks miserably.  It’s something I wrote about extensively in an article here, Five Reality Checks on Virtual Reality (and introducing: VRcine).  Please give it a look!  You’ll see that I wrote it on the occasion of creating a new community here called VRcine:  I felt like there was an unmet niche for reporting news, sharing samples and discussing VR from the perspective of cinematographers who are treating the new technology more as an art form than a marketing gizmo.  You can sign up for the newsletter here, like the Facebook page here, follow on twitter @VRcine here — and starting today:  join the Vimeo Group here.

Anyway, here’s how it works.  I’ve uploaded a sample, which is so far my favorite VR video that I’ve created (a live performance by the Washington Bach Consort, conducted by my good friend J. Reilly Lewis who untimely passed away last June).  Once you upload the file (up to 8k resolution), if it has metadata flagging the video as VR, Vimeo reads it and you’re mostly good to go.  However, you could still output a video file without that metadata flag, and manually verify the right settings.  It’s under the “Video file” sub-menu at any uploaded clip’s Settings.  In the screen grab above, I’ve emphasized the spot where you can toggle-on 360, and also clarify whether it’s “Monoscopic” (i.e., 2D) or “Stereoscopic” (i.e., 3D).  One thing I haven’t been able to test or verify — possibly troubling — is that the only stereoscopic option is “top/bottom layout.”  The simple problem is that the majority of 3D VR clips are actually in a left/right layout.  It remains to be seen whether this is a shortcoming that Vimeo plans to imminently address.  I’ve asked them.

Did you notice the “Advanced 360 settings” link?  It takes you to the above screen, where you can play back your uploaded clip and make adjustments to field of view and the pitch/yaw orientation.  This is superior to YouTube’s platform.  You can also see that, besides the Google Cardboard capability of using a headset and just turning your head (Oculus Rift and HTC Vive compatibility is coming soon), or clicking-and-dragging a mouse on the video frame to twirl around, you can also use your keyboard’s arrow keys.

One of my biggest complaints about Vimeo was that they resisted updating their Android app for over a year, and it was practically useless with bugs and feature deficiencies.  (Their culture is clearly Apple-centric, built on the false and yet sorta true presumption that the creative world is all-Apple, even though smartphone penetration statistics show that iOS is a tiny minority of the world marketplace.)  That said, Vimeo has virtuously added VR capability to their Android app in tandem with their iOS app.  They don’t exactly deserve plaudits for being diligent that way, but it’s nice to see.

Isn’t this great?  Congrats to the Vimeo team for getting it together.  Now let’s all twirl and get motion sickness at better bitrates.

Here’s the link where Vimeo announced adding VR, and here’s their collection of blog posts teaching how to shoot VR.

March 8, 2017 FocusPulling Original, VRcine Leave a Comment
18 May 2016

Five Reality Checks on Virtual Reality (and introducing: VRcine)

Written by Paul Moon

Everyone is talking about virtual reality (VR).  People are throwing endless stacks of money at it, like AOL during the (first) Clinton era.  Time to give in?  I remember the moment about a year ago when I realized, to my horror, that everything I’d shoot would start taking up double the space, in 4K resolution.  And here we are, one year later: Welcome to VR.  Before we get too excited, here are some proposed reality checks on virtual reality:

  1. Img_0_3_Venice3604K STINKS: It’s impressive for normal video (don’t forget, most ARRI Alexas shoot 1080p), but for VR, it’s barely adequate: you’re looking at DVD quality or worse. Do we have a choice? Not really — at least now. We’re stuck with a delivery method for VR like an old-skool, legacy compromise: cramming the entire 360-degree sphere into one flat 16:9 video frame, as in that psychedelic wavy thing you see at right. It’s like a massive exaggeration (all over the place) of the technological compromise we get from DVD media that stores squished 4:3 content, then gets stretched out to a 16:9 widescreen aspect ratio.  That’s a resolution-loser, taking you below the evident specs.  So, VR in 4K looks relatively awful, because of all that frugal stretching out of pixels, and it’s going to be a while before playback can exceed 2160p on mobile devices to make up for it.
  2. GoProOmniVR CAMERAS ARE THE WORST:  Always underestimating the sophistication of viewers, the blue chip camera manufacturers are up to their usual mischief:  dragging their feet and re-packaging outdated inventories, because their objective (of course, god bless them) is to maximize profits and compete only if they have to.  The best example is GoPro, who inexplicably got lavish attention at NAB for throwing a bunch of old Hero4 Black cameras into a cube frame and calling it the Omni at a cost of $5k.  They are the same $500 Hero4 toys that we know to blow out highlights, record at pitiful bitrates, use tiny sensors with few (and poor) lens elements, and have the dynamic range of cellphones.  You can feed power to each separate camera from a squid at best, then individually offload the six microSD cards, then stitch all of them together in post-production, tediously.  Same for 360Heros, though they are developing the first serious option on the horizon because it will leverage arrays of Blackmagic Micro Cinema Cameras, with their log color space, cinema-quality dynamic range, and interchangeable lens mount.  Meanwhile, none of the contenders even planned for arrival later this year, from Sphericam to Vuze to Orah 4i to 360fly to Samsung Gear 360, will offer anything much better than webcam quality.  Even the $60k OZO is awful. The video that Nokia actually uses to sell it demonstrates just how bad it is: a bunch of webcams in a ball, with gooey color rendition and kindergarten dynamic range.
  3. VR ISN’T 3D UNTIL IT’S WORSE:  Did you think cramming 360 degrees into a flat 16:9 frame is crazy? Trying halving that next, and you will finally add three-dimensionality to VR.  Now we’re back to the ’80s when VHS was the best we had.  This technology has got a long way to go.
  4. Google's "Daydream" VR headset
    Google’s “Daydream” VR headset

    GOOGLE AND YOUTUBE ARE WINNING:  So far, the only meaningful delivery platform for VR content (besides downloading big files locally) is YouTube, which has supported desktop VR playback for a while, not to mention Google Cardboard for Android and as of this week, also for iOS.  Some of the manufacturers and others have tried getting into the VR streaming provider game, even for a fee, but seriously folks, really? And today, Google launched its “Daydream” VR platform, which combines native operating system integration with the headset product sketched at right that’s an open standard, and affordable compared to the Oculus Rift debacle (setting aside gamerz, of little interest to filmmakers).  Samsung stands to be (and deserves to be) punished for trying to wall in their Gear VR platform for boosting Galaxy smartphone sales (greed always backfires), just as they are locking out non-Galaxy phones from their new Gear 360 camera.

  5. WE NEED SURROUND SOUND:  Oddly but not surprisingly, the industry has lacked the “vision” to understand that VR is handicapped without surround sound.  If smartphones are the primary delivery mechanism (which can only continue to grow), they have got to add a protocol at some point for multi-channel audio output. Granted, there’s a whole camp of theoretical engineers who contend that special microphones in binaural feeds can effectively create multi-channel space around our heads from stereo headphones, but setting aside that debate, the sound still needs to track our movement on the application side. Lacking a standard on both these hardware and software fronts, we’re screwed for the foreseeable future. Content creators are struggling with how to meaningfully engage viewers back into narrative structures, despite the 100% freedom of movement in VR, and surround sound design (hey, turn your head over here!) is the obvious alternative to drawing a big ugly arrow onscreen. Nobody’s talking about this amid the rush to cash in on the visual gimmick, but it needs to happen…last year.

Clearly my head’s spinning with these new dilemmas of virtual reality that conventional cinematography never had to contend with (or, it’s deja vu).  So, I’ve headed further down this Web community path, and built an integrated platform called VRcine.  I’m feeding you daily news at www.VRcine.org (where you can sign up for a never-more-than-once-per-day digest), and up-to-the-minute content via the Facebook Page at facebook.com/VRcine, and the Twitter feed @VRcine (and even Google+ if you’re into that).  I’ve got playlists for video ON VR and IN VR at YouTube via the short link tube.VRcine.org, whose videos also flow into the social feeds every time they post.  And finally, here at the blog, you’ll see a new VR menu up top for drilling into the subject, as I’ll be getting my hands on the newest gear when they come to market, and sharing samples.  To start off, here’s something I shot with the Insta360:  better than the Ricoh Theta S, but still, eh.  I’ll have a full review, and production notes on making this video, up here soon.

Because VR videos cannot be embedded here, this link goes to the clip at YouTube. Check out the caption there for viewing advice.
Because VR videos cannot be embedded here, this link goes to the clip at YouTube. Check out the caption there for viewing advice.
May 18, 2016 FocusPulling Original, VRcine virtual reality, vr, vrcine Leave a Comment
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