pixels and pictures
18.2K views | +0 today
Follow
pixels and pictures
Exploring the digital imaging chain from sensors to brains
Your new post is loading...
Your new post is loading...
Scooped by Philippe J DEWOST
Scoop.it!

Introducing Facebook Surround 360: An open, high-quality 3D-360 video capture system

Introducing Facebook Surround 360: An open, high-quality 3D-360 video capture system | pixels and pictures | Scoop.it
Introducing Facebook Surround 360: An open, high-quality 3D-360 video capture system
  • Facebook has designed and built a durable, high-quality 3D-360 video capture system.
  • The system includes a design for camera hardware and the accompanying stitching code, and we will make both available on GitHub this summer. We're open-sourcing the camera and the software to accelerate the growth of the 3D-360 ecosystem — developers can leverage the designs and code, and content creators can use the camera in their productions.
  • Building on top of an optical flow algorithm is a mathematically rigorous approach that produces superior results. Our code uses optical flow to compute left-right eye stereo disparity. We leverage this ability to generate seamless stereoscopic 360 panoramas, with little to no hand intervention. 
  • The stitching code drastically reduces post-production time. What is usually done by hand can now be done by algorithm, taking the stitching time from weeks to overnight. 
  • The system exports 4K, 6K, and 8K video for each eye. The 8K videos double industry standard output and can be played on Gear VR with Facebook's custom Dynamic Streaming technology.

Today we announced Facebook Surround 360 — a high-quality, production-ready 3D-360 hardware and software video capture system.

 

In designing this camera, we wanted to create a professional-grade end-to-end system that would capture, edit, and render high-quality 3D-360 video. In doing so, we hoped to meaningfully contribute to the 3D-360 camera landscape by creating a system that would enable more VR content producers and artists to start producing 3D-360 video. 

Defining the challenges of VR capture

When we started this project, all the existing 3D-360 video cameras we saw were either proprietary (so the community could not access those designs), available only by special request, or fundamentally unreliable as an end-to-end system in a production environment. In most cases, the cameras in these systems would overheat, the rigs weren't sturdy enough to mount to production gear, and the stitching would take a prohibitively long time because it had to be done by hand. So we set out to design and build a 3D-360 video camera that did what you'd expect an everyday camera to do — capture, edit, and render reliably every time. That sounds obvious and almost silly, but it turned out to be a technically daunting challenge for 3D-360 video.

Many of the technical challenges for 3D video stem from shooting the footage in stereoscopic 360. Monoscopic 360, using two or more cameras to capture the whole 360 scene, is pretty mainstream. The resultant images allow you to look around the whole scene but are rather flat, much like a still photo. 

However, things get much more complicated when you want to capture 3D-360 video. Unlike monoscopic video, 3D video requires depth. We get depth by capturing each location in a scene with two cameras — the camera equivalent of your left eye and right eye. That means you have to shoot in stereoscopic 360, with 10 to 20 cameras collectively pointing in every direction. Furthermore, all the cameras must capture 30 or 60 frames per second, exactly and simultaneously. In other words, they must be globally synchronized. Finally, you need to fuse or stitch all the images from each camera into one seamless video, and you have to do it twice: once from the virtual position for the left eye, and once for the right eye.

This last step is perhaps the hardest to achieve, and it requires fairly sophisticated computational photography and computer vision techniques. The good news is that both of these have been active areas of research for more than 20 years. The combination of past algorithm research, the rapid improvement and availability of image sensors, and the decreasing cost of memory components like SSDs makes this project possible today. It would have been nearly impossible as recently as five years ago.

The VR capture system

With these challenges in mind, we began experimenting with various prototypes and settled on the three major components we felt were needed to make a reliable, high-quality, end-to-end capture system:

  • The hardware (the camera and control computer)
  • The camera control software (for synchronized capture)
  • The stitching and rendering software 

All three are interconnected and require careful design and control to achieve our goals of reliability and quality. Weakness in one area would compromise quality or reliability in another area.

Additionally, we wanted the hardware to be off-the-shelf. We wanted others to be able to replicate or modify our design based on our design specs and software without having to rely on us to build it for them. We wanted to empower technical and creative teams outside of Facebook by allowing them full access to develop on top of this technology.

The camera hardware

As with any system, we started by laying out the basic hardware requirements. Relaxing any one of these would compromise quality or reliability, and sometimes both.

Camera requirements: 

  • The cameras must be globally synchronized. All the frames must capture the scene at the same time within less than 1 ms of one another. If the frames are not synchronized, it can become quite hard to stitch them together into a single coherent image.
  • Each camera must have a global shutter. All the pixels must see the scene at the same time. That's something, for example, cell phone cameras don't do; they have a rolling shutter. Without a global shutter, fast-moving objects will diagonally smear across the camera, from top to bottom.
  • The cameras themselves can’t overheat, and they need to be able to run reliably over many hours of on-and-off shooting.
  • The rig and cameras must be rigid and rugged. Processing later becomes much easier and higher quality if the cameras stay in one position.
  • The rig should be relatively simple to construct from off-the-shelf parts so that others can replicate, repair, and replace parts.

We addressed each of these requirements in our design. Industrial-strength cameras by Point Grey have global shutters and do not overheat when they run for a long time. The cameras are bolted onto an aluminum chassis, which ensures that the rig and cameras won't bounce around. The outer shell is made with powder-coated steel to protect the internal components from damage. (Lest anyone think an aluminum chassis or steel frame is hard to come by, any machining shop will do the honors once handed the specs.)

Philippe J DEWOST's insight:

Amazing design and open source market approach by facebook reminding us that, even in (360 VR) imaging, if software is "eating the world", hardware is yet still shaping it. #HardwareIsNotDead

No comment yet.
Rescooped by Philippe J DEWOST from Video Breakthroughs
Scoop.it!

FFmpeg 2.2: Live HDS muxer, libx265 encoder & more

FFmpeg 2.2: Live HDS muxer, libx265 encoder & more | pixels and pictures | Scoop.it

New major release:

- Live HDS muxer

- string validation in ffprobe

- support for decoding through VDPAU in ffmpeg (the -hwaccel option)

- stereoscopic 3d metadata handling

- WebP encoding via libwebp

- ATRAC3+ decoder

- OpenGL device

- Support DNx444

- libx265 encoder

[...]


Via Nicolas Weil
Philippe J DEWOST's insight:

Would be curious to see how the libx265 encoder sports compared to NGcodec

Henrik Safegaard - Cloneartist's curator insight, March 28, 2014 4:36 AM

FFmpeg is a complete, cross-platform solution to record, convert and stream audio and video. It includes libavcodec - the leading audio/video codec library.

Scooped by Philippe J DEWOST
Scoop.it!

Happy 15th Birthday to VLC/VideoLan !

Happy 15th Birthday to VLC/VideoLan ! | pixels and pictures | Scoop.it

Technically, today is the 15th anniversary of the relicensing of all the VideoLAN software to the GPL license, as agreed by the École Centrale Paris, on February 1st, 2001.

If you've been to one of my talks, (if you haven't, you should come to one), you know that the project that became VideoLAN and VLC, is almost 5 years older than that, and was called Network 2000.

Moreover, the first commit on the VideoLAN Client project is from August 8th 1999, by Michel Kaempf had 21275 lines of code already, so the VLC software was started earlier in 1999.

However, the most important date for the birth of VLC is when it was allowed to be used outside of the school, and therefore when the project was GPL-ized: February 1st, 2001.

Facts and numbersSince then, only on VLC, we've had around

  • 700 contributors,
  • 70000 commits,
  • at least 2 billion downloads,
  • hundreds of millions users!


And all that, mostly with volunteers and without turning into a business!


We have now ports for Windows, GNU/Linux, BSD, OS X, iPhone and iPad, Android, Solaris, Windows Phones, BeOS, OS/2, Android TV, Apple TV, Tizen and ChromeOS.

Philippe J DEWOST's insight:

Amazing achievement by Jean-Baptiste Kempf & l'équipe de @videolan !