positional tracking

VR systems with support for positional tracking, like the Rift or Vive, detect the position of the system relative to the world around it. This is done with the help of sensors, which record signals […]

render engines

Render engines calculate 2D images using information about the light, material, geometry, and spatial characteristics of 3D scenes. There are two kinds of render engines; real-time and batch-mode. Real-time render engines are used in game […]

roll

Roll happens when you tilt your head side to side. It is one of the six degrees of freedom (6DoF). This rotation does not result in parallax.

rotoscoping

Rotoscoping, also sometimes called segmentation, involves tracing objects in a scene to extract or enhance them. Rotoscoping applications allow the user to create a spline, generated through various points and handles, to define an object. […]

set extensions

A set extension is imagery that is used to extend the size and scope of the set on which filming took place. A common example of a set extension is a matte painting. You can […]

slide

Slide occurs when you shift or slide from left to right or vice versa, and is one of the six degrees of freedom (6DoF). This movement does result in parallax.  

stitching

Current cameras and production systems for VR rely on stitching to merge cameras, which introduces seams, warping and distortion. Since the Lytro Immerge system captures a full 360° Light Field, no laborious stitching is required. […]

surge

This describes the movement of leaning forward or pulling back. This movement does result in parallax, and is one of the six degrees of freedom (6DoF).

view volume

The view volume is the volume in space for which we have Light Field information. Every ray of light that intersects this volume is captured, giving the viewer six degrees of freedom (6DoF) within that […]

view-dependent lighting/fx

Reflections and specular highlights are examples of view-dependent lighting – their brightness changes depending on the viewer’s position relative to the reflective object. Only Light Field technology can accurately reproduce view dependent lighting on shiny […]

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