Maximum Angle

#1

Hi,
I setup the 45 cameras in my 3D software with -20 to +20 degrees and it looks really great.
Before I spend much rime for adjusting another setup, would -30 to 30 also work or or what is the absolut maximum angle before the 3D effect vanish?

#2

Technically there is only one angle range which makes 1:1 real-world scaled images (and you’d have to measure the optics to figure out what that is). If you use the same number of views, but over a narrower angle the stereopsis is reduced from 1:1 reality (objects will appear flatter and rotate with the viewer head movement), and if you shoot wider it will be hyper-stereo, and the object will feel like it’s counter-rotating as you move your head back and forth. Both can still be perceived by the viewer, but may look less “real” than the perfect angle.

1 Like
#3

ok, thank you for explaining.

#4

Great explanation @Dithermaster!

For reference, by default in our Unity SDK (as of v1.0.0) we move a total of 35 degrees, so -17.5 to 17.5. I see now that our docs say that we move -20 to 20, but that’s actually not true so I’ll make a note to change those!

#5

Thanks @alxdncn. Even more impressively, I was still drinking my morning coffee when I wrote it.

Is the 17.5 degrees, combined with the phase offset logic in your shader, designed to be 1:1-with-reality accurate, or just “close” based on your observations? I’ve yet to do any measurements to figure it out myself.

#6

so it would be interesting what ange wud be the correct maximum.
I rendered a cool animation in a common 3D programm using -20 to +20 and ilooks great.
But if it‘s 17,5 each please let me know.