Virtual Forest
virtualforest.io
virtualforest.io
Hunters do it all the time.
Its insane. Not only are the cameras a little pricey (not crazy), but HOLY SHIT the data plans are expensive. Granted, that's where they make money, but still.
Most of the game camera companies act as resellers of data plans from places like Verizon and AT&T; so they 100% control the data plan rates.
For example, this woman died after weeks spent lost just near the Appalachian Trail: https://www.bostonglobe.com/metro/2016/05/25/hiker-who-died-...
When I was a kid, we were amazed at the people who apparently got lost on Hell's Half Acre, about 40 miles west of Casper:
- https://www.google.com/search?q=hells+half+acre+wyoming&num=20&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi2iqHTsOXPAhWCsFQKHegtCo0Q_AUICCgB&biw=1151&bih=818
Broke an ankle or got stuck in a gully - sure, but lost?Now that I'm officially old, and far less energetic, I'd be willing to believe that they just sat down and hoped that help would find them in time.
[Citation Needed]
---
What do you mean by decent data plans? I'm seeing plans that are between $10 and $20 usd per GiB. That's definitely not good enough of live video, but I suppose you could release new video every month.
Duct-tape enough of them together and you can synthesize stereo views in every direction, which is pretty cool.
this mount for GoPros
Six GoPros, to be specific.http://i.imgur.com/Tm6J5iI.jpg
I'm not sure if it's just image compression artefacts or that's what the camera is actually seeing before it's processed and sent to users.
Sometime in the future, consumers will have software that can turn 2D images into simulated 3D [0]. It's still in dev mode right now, though.
The thing that's most intriguing to me are the experiments using multiple depth cameras set up around a space and using software to build a live, 3d model and overlay the video data as a texture on top of the models. It's all very rudimentary and low-res at the moment but it's the sort of thing that can eventually become 3d/VR telepresence and that just strikes me as awesome.
One thing is that it seems to me that anything that's recorded by a camera (rather than rendered in realtime) is going to be "wrong" once you tilt your head, as your eyes are now on top of each other rather than next to each other.
But yes, we had it. We had VR helmets, too. Consumer-grade. Remember the VFX-1? (https://en.wikipedia.org/wiki/VFX1_Headgear)
But this time, VR is going to be different. Honest.
Sounds like a good open hardware/software project but I'm short on cameras and mics for something like that. Anyone see potential there?
Combine with laser rangers and filters for their wavelength on the cams, and you can sample 3d point cloud data too and render the environment as a 3D (4D) scene, use it for composite reference, or slap a small LiDAR scanner under the whole thing for precise measurement.
Simple nitpick: when I drag to the left, I expect to go to the right. (I'm just seeing this through my browser though, maybe it makes sense in VR, idk.)
This page is the build and parts list but the web VR using A-frame is at: http://virtualforest.io/vrforest.html
There is a large 360 YouTube timelapse video here: http://virtualforest.io/vrtimelapse.html
If you want to do non-360 timelapse with the regular (and much cheaper) Pi camera then I wrote a guide: https://unop.uk/time-lapse-photography-with-a-raspberry-pi
And it works better with WebGL enabled, else you get a rather empty page.
On mobile devices the A-frame framework will use the device sensors to figure out it's relative position.
It will only figure out orientation, not position. Position is impossible to integrate from the low-end IMUs used in smartphones.After that, I do not know what the current status is for A-Frame supporting the Vive. And of course, there was recently a big change to the WebVR API, so A-Frame may not be caught up to that, either.
As far as I know, A-Frame's "known good configuration" is Oculus Rift + Firefox Nightly, or (HTC Vive|Oculus Rift) + not-latest Experimental Chromium.
And Windows 10, of course, because Facebook can't find a single person capable of doing graphics work on Linux out of 15,000 employees, or so they would have us believe.
You can find access to all of these things at http://www.webvr.info
Either you muck around with NVidia binary Linux drivers (or worse, binary drivers for some ARM chipset in an Android phone), or you're working with Intel stuff (which isn't going to give you a cutting-edge VR experience).
A for-profit corporation has better things to spend its 20% time on.
Edit: does it just convert the 24v to 5v, and why is that better than just doing 5v to begin with? Is this so you can get more current?
The VR view seems to crash Firefox on Android 5 / 6 on two devices I tested though.
Do you think this might become a problem?