Lytro announces light field VR video camera
uploadvr.com
uploadvr.com
I've been messing with VR stuff for the past year or so and I still think that the "killer app" in 5-10 years won't be fancier video games but more like immersive "movies" or VR telepresence. We're at that stage of the hype curve where expectations are high as gen-one products come out but while these will surely be underwhelming to many early users, I think that once depth cameras and light field cameras are developed and improved (along with the ergonomics of head-mounted displays and the speed of processors) we'll start to see more in the way of non-game applications.
Just from personal experience, playing video games in VR is cool and all but when people can watch a movie from the perspective of someone inside the scene or meet up with people in a live-scanned remote environment, I think they'll be hooked.
EDIT: Site is live now!
Exactly, I definitely want to feel this in the first fps movie.
Hot pursuit, Steven Seagal's fights, gunfights... It should be freaking immersive.
Watching a movie from the first-person perspective of an actor would be one of the barfiest things you could do in VR. Ideally you're observing things from a vantage point but everything is in 3d with full 360-degree spherical range of motion. You can lean around or closer to look at something.
Now, even a mostly fixed viewpoint can be disorienting when you don't have a "body" to look down at (you feel like you're floating and disembodied) but it's probably second to the motion issues. Not sure if people will develop conventions that become generally accepted (like some sort of placeholder/amorphous body for reference) but overall, think more "fly on the wall" than "I'm Duke Nukem!"
What is going to be cool is stuff like standing right on or slightly above the field in the middle of a sports event, or right on stage at a concert next to Mick Jagger and being able to move around a bit.
Unfortunately there will need to be a globe roughly the size of the range of motion somewhere to capture the light rays... at least for now until future physics are invented.
You wouldn't have more than limited head tracking (or live motion without turning off tracking and turning it into a virtual window), but being able to have presence from 10' above the QB in American football for each snap?
$$$s where you start counting the zeros instead of the digit in front.
Oh, and every high security facility in the world would love these as they're capable of mapping out 3D positioning, enabling very precise face detection, etc...
And imagine live concerts sent to be displayed on VR headsets!
Also, in many cases you can likely use 4-6 in a grid to capture the entire scene.
So limit the applicable use cases to where that isn't going to happen.
The excitement about this is that it makes that no longer a concern for sufficiently small values of head motion. Read: the motion that occurs when the best of your body is not moving.
And I'd imagine a fair amount of the current height is not due to interference, but rather getting the best perspective.
Courtside? 50 yard line? Right by the mid tower in Dota2?
I like to watch movies while eating dinner, how do I do it in VR?
Add eye tracking and put the screens across every surface and you can make the views follow your field of vision.
Or you use AR glasses that essentially project images in front of you.
Everyone has access to a JPEG decoder. Lytro, not so much.
FWIW, I also think that Lytro has been seriously off the mark in how they market the output of their cameras: as weird black-boxes for end-viewers to play with. IMO, the idea that an audience of image viewers want to fiddle with the light-field knobs themselves (e.g. post-shot focus) is actively hurtful of Lytro's products.
The holy grail here is a light field camera that obsoletes the need for focus the way that digital cameras have obsoleted the need for color filters used in B&W film photography[1]. Unfortunately, Lytro's first product was well before its time. Their tech didn't have adequate still-image resolution compared to even a halfway-decent phone camera, certainly not enough to make the focus vs quality tradeoff make much sense vs conventional cameras.
Lytro's approach is worth comparing to Apple's Live Photos in the iPhone 6s. Live Photos clearly aren't for every shooting situation, but AFAICT, they're becoming quite popular for what I'll dub "affective photography": moments of kids, pets, friends, etc. We'll see how well this feature lasts past its novelty phase, but it's got a far better hook into what motivates end-users than Lytro has ever had.
[1] A quick primer: colored filters were used with black and white film to change the relative contrast of different objects in the scene, e.g. sky vs skin tones vs grass, etc. A skillful photographer learned to look at the colors in a scene and pick a filter that would produce the desired B&W rendering. Converting color digital images to B&W allows these rendering decisions to be pushed into post, with more creative freedom than was ever possible with film (or the odd, rare B&W digital sensor).
Is it really a JPEG stack? I had assumed there was more magic (i.e. math and clever compression) than that. Or is a JPEG stack with extra fanciness?
I'd love to read up on how this stuff actually works. I know how to calculate the theoretical information capacity in a light field (hint: very very dense) but basically nothing about how people manage to munge it into something compact and useful.
I haven't looked into how they make everything efficient, but the source code for their flash viewer is here http://lightfield.stanford.edu/aperture.html
[1] see for example http://lightfield-forum.com/2012/07/lytro-hack-how-to-extrac...
http://www.mathworks.com/matlabcentral/fileexchange/49683-li...
This has the look of a perfect pivot: Capturing light fields could turn out to be the key to VR video, and Lytro is poised to make the ARRI Alexa of the industry.
Video here https://vimeo.com/144034085
Could someone with domain knowledge give me a bit of a high level explanation?
I have inferred that it's something you use while shooting footage to capture how light is present in the room at all of the different possible angles. Is this then used to be able to generate new scenes that VR headsets can walk around and interact with? Or is this more for being able to add computer generated images into the room and light it properly?
That would then allow you to overlay computer generated images onto basically a heightmap that has 100% accuracy to the real world.
At least that's what I got from the video.
This does also allow adding CG elements, but it's real strength is being able to capture enough of the light coming through so that you can almost 'teleport' to where the video was recorded.
http://uploadvr.com/what-the-bleep-is-lytro-doing-in-vr/
The editor informs me that HN has crushed his site, though. Should be back up soon, I hope. (Good argument for mirroring my own articles on my otherwise-defunct blog, I suppose.)
Here's the announcement: https://news.ycombinator.com/item?id=10223645
And here's a follow up: https://news.ycombinator.com/item?id=10478886
This basically forces you into stable shots only which are far less compelling. Ring type VR cameras allow the cameraman to sit in the middle of the ring while moving the scene for far more interesting results.
http://www.nytimes.com/2015/11/08/magazine/virtual-reality-a...
That hardware adds variable focal length to each pixel. But, even without that, simply being able to move your head around inside the captured scene with the current tech is 90% of the effect.
https://home.otoy.com/otoy-demonstrates-first-ever-light-fie...
edit: it's actually mentioned in the article which I couldn't see at the time...
until they open up their file standards for real and get some open source project going, it will continue to be ignored by every pro and enthusiast.
The difference at this point is that I can use the RED format with industry standard software.