Adobe has made new moves, 360-degree video is directly converted to VR video, and the user experience is even more amazing!

New VR camera systems are released almost every day this month. Facebook, Google and GoPro are all trying to make VR more immersive with new lenses, some of which will not be put into commercial use in the near future. However, Adobe researchers believe that the leap in immersion does not require new camera hardware to implement. New VR camera systems are released almost every day this month. Facebook, Google and GoPro are all trying to make VR more immersive with new lenses, some of which will not be put into commercial use in the near future. However, Adobe researchers believe that the leap in immersion does not require new camera hardware to implement.

Adobe's research director, Gavin Miller, presented new cutting-edge technology at NAB in Las Vegas on Tuesday. This technology can be used to fully integrate flat, single-view 360-degree video from consumer-grade spherical cameras into VR video. The ability to improve the integration of video, the industry called it six degrees of freedom (6DoF).

The difference between a single-view 360-degree video and a six-degree-of-freedom VR experience is especially important for high-end VR head-end users like the Oculus Rift and HTC Vive. These heads have a room tracking function, which means that the head knows where the observer is in the room and accurately provides a corresponding visual effect for actions such as "tilt forward."

Computer generated images can achieve this effect relatively easily, but in view of the fact that the viewer is free to move during the recording of the video, a leading edge image capture technique is required. For example, a light field camera system, a system that Lytro has developed, may cost hundreds of thousands of dollars.

New VR camera systems are released almost every day this month. Facebook, Google and GoPro are all trying to make VR more immersive with new lenses, some of which will not be put into commercial use in the near future. However, Adobe researchers believe that the leap in immersion does not require new camera hardware to implement.

However, Adobe scientists have found a way to infer the movement of the lens with an algorithm called structure-from-moTIon to infer key information about the room.

Next, the data can be used to generate new perspectives to address different viewing angles, providing viewers with the ability to truly incorporate video, even for non-3D video. The technology can also be used to make 360-degree video more stable, or to generate different versions of video, serving users who prefer different sports comforts.

This approach has a big problem: adding six degrees of freedom to a flat 360-degree video works only when the lens actually moves. Miller explained: "We infer the depth by assuming the camera moves. If the camera is spinning but not moving from side to side, we can't calculate the depth, but it can stabilize the rotation.

New VR camera systems are released almost every day this month. Facebook, Google and GoPro are all trying to make VR more immersive with new lenses, some of which will not be put into commercial use in the near future. However, Adobe researchers believe that the leap in immersion does not require new camera hardware to implement.

Still, this approach suggests that building complex cameras is not the only solution for VR video advancement. Computer vision algorithms are equally important, and Miller even believes that expensive camera hardware may not be needed at all to generate fully immersive VR video. He said: "Of course it is good, but without this hardware, it is not impossible."

Miller will present the next generation of image generation research at the NAB panel discussion on Tuesday, and Light Field Lab CEO Jon Karafin will also be talking about the next generation of holographic display technology.

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