This free 360° exploration cannot be augmented with a free navigation around 3D spaces (commonly known as 6 Degrees of Freedom, 6DoF), unlike in 3D VR environments, because the 360° videos are in fact spherical projections of flat images. The users can then freely explore the omnidirectional space surrounding the capturing point, but at any moment they can only watch a portion of the sphere, mainly determined by the Field-of-View (FoV) of the display being used. The multiple views are then stitched together into a single, high resolution and seamless panoramic video. In 360° videos, a view in every direction is recorded using an omnidirectional camera or a camera rig that captures overlapping angles simultaneously from a fixed point. In this context, 360° videos have become a simple and cheap, yet effective and hyper-realistic, medium to provide VR experiences. The recent explosion of immersive media technologies, like Virtual Reality (VR) and 360° video, opens the door to new fascinating opportunities and revenue models, not only in the entertainment sector, but also in other key sectors of society, like education and culture. The paper concludes by discussing how the newly developed player has gone above and beyond the existing solutions and guidelines, by providing accessibility features that meet the expectations for a widely used immersive medium, like 360° video. The in-depth analysis has been part of a research effort towards the development of a fully inclusive and accessible 360° video player. These features have been chosen based on guidelines from standardization contributions, like in the World Wide Web Consortium (W3C) and the International Communication Union (ITU), and from research contributions for making 360° video consumption experiences accessible. This paper surveys a wide range of 360 o video players and examines the features they include for dealing with accessibility, such as Subtitles, Audio Description, Sign Language, User Interfaces and other interaction features, like voice control and support for multi-screen scenarios. However, until recently the focus has been mostly on adapting the existing techniques to fit immersive displays, rather than considering new approaches for accessibility designed specifically for these increasingly relevant media experiences. With the current trend towards immersive experiences, such as Virtual Reality (VR) and 360 o video, it becomes key that these environments are adapted to be fully accessible. However, since we may need to use our projected material multiple times, we can put it in a component by itself and use it like this: class ProjectedMaterial extends THREE.Accessibility is a key requirement for any multimedia tool and application. To do projection mapping, we will write some custom shader code, so let’s create a new ShaderMaterial: // create the mesh with the projected materialĬonst geometry = new THREE.BoxGeometry(1, 1, 1)Ĭonst material = new THREE.ShaderMaterial(,Ĭonst box = new THREE.Mesh(geometry, material) Then, we need our object on which we will project the texture. ![]() ![]() const camera = new THREE.PerspectiveCamera(45, 1, 0.01, 3) So, first we need a camera from which to project the texture from. ![]() I personally use some utils from threejs-modern-app, so I don’t need to worry about the boilerplate code. ![]() You can go to the official guide and get familiar with it if you haven’t done that before. The setup code is the same in every Three.js project, so I won’t go into details here. Looks neat, huh? Let’s achieve this in Three.js! Minimum viable exampleįirst, let’s set up our scene. Here is a talk by Yi-Wen Lin which contains some other cool examples. It’s used both in games and visual effects, and more parts of the creative world. Think of it as the batman symbol projected onto the clouds, with the clouds being our object and the batman symbol being our texture. Texture projection is a way of mapping a texture onto a 3D object and making it look like it was projected from a single point.
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