Mapping onto a rectangle makes it easy to bring pictures or movies that were captured with ordinary cameras into VR; however, the VR medium itself allows great opportunities to expand the experience. Unlike life in the real world, the size of the virtual screen can be expanded without any significant cost. To fill the field of view of the user, it makes sense to curve the virtual screen and put the user at the center. Such curving already exists in the real world; examples are the 1950s Cinerama experience, which was shown in Figure 1.29(d), and modern curved displays. In the limiting case, we obtain a panoramic photo, sometimes called a photosphere. Displaying many photospheres per second leads to a panoramic movie, which we may call a moviesphere.
Recalling the way cameras work from Section 4.5, it is impossible to capture a photosphere from a single camera in a single instant of time. Two obvious choices exist:
For the second case, a rig of identical cameras can be carefully designed so that all viewing directions are covered; see Figure 7.23(a). Once the rig is calibrated so that the relative positions and orientations of the cameras are precisely known, stitching the images together becomes straightforward. Corrections may nevertheless be applied to account for variations in lighting or calibration; otherwise, the seams in the stitching may become perceptible. A tradeoff exists in terms of the number of cameras. By using many cameras, very high resolution captures can be made with relatively little optical distortion because each camera contributes a narrow field-of-view image to the photosphere. At the other extreme, as few as two cameras are sufficient, as in the case of the Ricoh Theta S (Figure 7.23(b)). The cameras are pointed degrees apart and a fish-eyed lens is able to capture a view that is larger than
degrees. This design dramatically reduces costs, but requires significant unwarping of the two captured images.
Steven M LaValle 2020-11-11