![]() I'd want this to be as intuitive as possible, though. Image-based virtual reality systems have been gaining popularity in computer graphics and computer vision communities. This would make the panoramas more immersive, but would potentially skew the view of the image if it wasn't a true 360 degree panorama.Īnother option would be to allow you to move the photo display in 3D space so you could bring it closer to you. One option would be to "wrap" the panorama images around you if I detect the horizontal resolution to be at least 2x the vertical. However, since the scaling operation that I'm using is rather fast, you shouldn't need to worry about changing any of your existing photos once the new version is available.įor zooming - I've been thinking about that but I'm not sure how best to add it or if it makes sense for this viewer. The resolution of each eye in the Vive headset is 1080 x 1200 for a combined resolution of 2160 x 1200 with ~100 degree field of view. I'll post a new version to the "testing" beta branch later today that has this fix so your larger photos will load.Īs for "best resolution": with the current Vive headset, anything over ~8k resolution will be "wasted". To solve this, I just added this limit to the app itself so images beyond this size will now be automatically scaled. For normal 'flat' photos, this is less important, but it becomes needed to help the app understand how to display 'wrap around' or full-sphere images. VR Photo Viewer makes it easy to view these memories as they are meant to be. I had tested with some rather large images, but apparently I didn't go big enough! There is a limit of 16,384 x 16,384 in the underlying rendering engine that your photos were hitting. Since VR Photo Viewer supports multiple image types, it relies on certain EXIF metadata in the files to determine how images should be displayed. A 360 degree panorama is one of the best ways to capture how a scene truly looks when you are there.
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