New Unity Tools Bring Interactivity and Real-time CGI to 360 Video, Now in Beta

35

360 video combined with real-time CG and interactive elements was demonstrated on stage at today’s Vision VR/AR Summit 2017 keynote. Using two layers of video with 3D elements in between, it is a simple way of enhancing standard 360 video footage to make it interactive.

Natalie Grant, Senior Product Marketing Manager of VR/AR/Film at Unity, showcased an interactive 360 video today produced by VFX studio Mirada, built using Unity 2017 Beta (see the video heading this article). Captured by a 360 camera placed under a gazebo, an animated dinosaur appears in the park outside. Looking up, birds animate in the sky. Both are real-time CG elements, and are convincingly occluded by the structural beams of the gazebo.

This is achieved by playing two layers of video simultaneously; the outer sphere plays the original 360 video, and the inner sphere uses a custom ‘alpha mask’ shader, to make everything but the gazebo structure transparent. Animated 3D objects like the dinosaur and birds can be placed in between the two spheres, resulting in an effective, inexpensive illusion of depth.

The demo also illustrated how text or markers can be positioned in 3D at places of interest, used to perform a ‘gaze-based locomotion’ effect, which simply swaps one 360 video one with another perspective, giving the feeling that the viewer has moved through the scene. Further realism-enhancing techniques were shown: replacing the sun captured in the original footage with a real time light source such that animated birds disappear (due to overexposure) when flying over across the brightest spot, and real time lens flares.

SEE ALSO
'Hawken'-like Mech Shooter 'Iron Rebellion' Hits 1.0 Launch Today on Quest and PC VR

Unity says that compelling interactive content using standard 360 video should be possible using these simple techniques, and it is already available to try in the Unity 2017 beta.

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. See here for more information.

The trial version of Microsoft’s Monster Truck Madness probably had something to do with it. And certainly the original Super Mario Kart and Gran Turismo. A car nut from an early age, Dominic was always drawn to racing games above all other genres. Now a seasoned driving simulation enthusiast, and former editor of Sim Racer magazine, Dominic has followed virtual reality developments with keen interest, as cockpit-based simulation is a perfect match for the technology. Conditions could hardly be more ideal, a scientist once said. Writing about simulators lead him to Road to VR, whose broad coverage of the industry revealed the bigger picture and limitless potential of the medium. Passionate about technology and a lifelong PC gamer, Dominic suffers from the ‘tweak for days’ PC gaming condition, where he plays the same section over and over at every possible combination of visual settings to find the right balance between fidelity and performance. Based within The Fens of Lincolnshire (it’s very flat), Dominic can sometimes be found marvelling at the real world’s ‘draw distance’, wishing virtual technologies would catch up.