Jaunt VR CTO, Arthur van Hoff , presented at last week’s 10th Silicon Valley Virtual Reality meetup, sharing technical details on their approach to cinematic virtual reality. This presentation marks a milestone in the progress of virtual reality in that it’s the first SVVR talk recorded in 3D 360 degree high definition video.
You’ll recall that Jaunt VR came out of stealth mode a month ago by sharing some initial product details and an announcement they had raised $6.8 million in funding. This evening the company was prepared to share technical details.
Capture
The outward-facing cameras are all mounted vertically in order to maximize field of view in the vertical.
Processing
This post-processing is accelerated using CUDA (nVidia’s parallel computing platform using graphics cards), but at this point each second of video takes approximately 20 seconds to completely render into 3D 360 video. This will improve over time, of course.
The resulting video is encoded with H.264 with a spherical stereoscopic layout. When questioned about the specific format and whether it was Jaunt-proprietary, van Hoff answered in the affirmative, but clarified it’s necessarily proprietary because there’s no other capable format at this point. He went on to state that they’d be willing to work with others to define a standard format.
With a target of 4K resolution per eye (and enough data collected to generate 8K per eye), the quality bottleneck is clearly the display at this point.
Production
Raw video still needs to be edited into a polished cinematic experience, and Jaunt’s goal is to enable professionals to use the existing tools they’re used to to add cuts, transitions, and special effects, perform color correction, and so on. Further, audio needs to be positioned within the scene. Jaunt uses ambisonic recording to capture sound, and then must map it to the appropriate place in the scene. The Jaunt player takes care of rotating the audio as the viewer rotates their head.
By using industry standard tools, the additional amount of technical training is reduced, which accelerates the uptake of people willing to adopt the Jaunt solution.
That still doesn’t solve other considerations when producing in 360 degrees. There’s no “behind the camera”, so where do you put the crew? How do you cue the viewer which direction to look in so they don’t miss a key event, such as something that may be happening behind them? And since you’re severely limited in how you can move the camera (since it’s easy to trigger VR sickness when you do so) how do you adapt your storytelling process? These production challenges will need to be figured out along the way.
As mentioned at the top of the article, Silicon Valley VR meetup #10 was recorded using the Jaunt camera cluster. I’ll post a new article once it’s available for viewing.