Web-based or Desktop application 360 image viewer - imageview

I'm looking for a 360 degrees images viewer. Either a web-based or a Desktop application, but one that is easy and intuitive to use.
I have some 360 degrees images saved on my Dropbox and am looking for a fast and easy way to view these images.
Any suggestion would be appreciated.
Thanks!

The RICOH THETA desktop app (Windows, MacOS) should work fine even with 360 degree pictures taken with other cameras.

Related

Citrix mouse clicks off / not working High DPI / Scaling / Multiple Monitors

gonna answer my own question but this has to be more common and I didn't find anyone answering it. I connect to a lot of different clients running many backend versions of citrix and I try to keep my machine on the latest, resorting to VM's when i need a specific version (becoming more rare thankfully)
Anyway this latest issue I could use citrix light just fine but when i launched the ica file it would open and i could use the keyboard but i couldn't seemingly click things in the session and the i discovered upon closer examination that my mouse was offset when trying to click on UI elements in the session.
Resolution per this knowledge base article:
https://support.citrix.com/article/CTX230286
Was to set all monitors to the same scaling. I use 3 additional monitors to my surface laptop and the surface laptop defaults to 150% scaling and the others were 100%. I set my laptop to be 100% like the others and voila.
Things are really small on that screen now but i don't use it much and would much rather be able to run the citrix session properly on my other monitors.
Hope this is helpful.

What is the specifications for a-frame 360 vr video?

I'm using a-frame for a web-vr project, and I'm planning to use 3d environment I made in Cinema 4d.
But there're not much information about the specification for the video other than the format.
I already tried to make the resolution same as the sample 360 video(3168x1584) for a-frame, but it also didn't work and I want to know if there's any information about this.
Plz let me know if anyone knows any doc about this. I already tried but I couldn't find any clue yet :'(
use .mp4 format.
Best if resolution is a power of 2. ie
1024 x 2048 (or any power of 2).
Video textures are known to fail on iphone.
Can you provide a few more details about your project?
How are you viewing it (desktop, phone, platform?)
How is it failing? No image? errors in console?
I assume you have seen the aframe docs on video textures, but if not here they are.
https://aframe.io/docs/0.9.0/primitives/a-videosphere.html
https://aframe.io/docs/0.9.0/components/material.html#video-textures

UWP, how to handle images and scaling?

We have a Xamarin Forms project which shall run on Android, iOS and UWP. On Android you have a number of different images in different folder to support a vast number of different screens (and PPIs) on iOS you have a similar system (#2x, #3x etc.). I can't for the life of me find how to achive something similar for UWP. When I run the project on a Windows tablet with a recommended scaling of 150 % or 200 % all the images are also scaled up, which results in a blurry image. I can't find any thing on how to handle images in an UWP app, even for a "native" (not using Xamarin) UWP app.
Scaling images in UWP native is done by supplying different scaled versions in the Assets folder.
The file naming pattern is like so : ****.scale-100.png or ****.scale-200.png
The actual file name to use in your app is still ****.png but the system will auto detect the needed scaled version and use that.
For reference the doc on this is here https://learn.microsoft.com/en-us/windows/uwp/app-resources/images-tailored-for-scale-theme-contrast and here https://learn.microsoft.com/en-us/windows/uwp/app-resources/tailor-resources-lang-scale-contrast
Recommended scale factors are 100, 200 and 400.

Creating the stereo photosphere without Unity

I'm working on a Daydream app using the Google VR SDK/NDK. To submit the app to Google Play, I need a 360-degree stereo photosphere. I've seen directions for creating this with Unity, but is there any way to create this without Unity?
I've taken a screenshot of the app in stereo mode, but I don't think that will satisfy the requirement.
Google doesn't provide any tools to capture in-app photospheres in non-Unity apps at this time. Some devs produce photospheres in modeling apps like Maya and Blender.
You could always cheat and make your "Daydream 360 degree stereoscopic image" in Photoshop. Just use the same image twice, once on top and once on the bottom.
I think others have already done this, because I have noticed a few wrong looking previews in the store. Where if I close one eye, parts of the image disappear.
If you change your mind and make one with Unity, this plugin worked nicely for me: https://www.assetstore.unity3d.com/en/#!/content/38755

GearVR in AFrame - seems to just map the web frame onto a sphere

Running into an issue with A-Frame 0.3.0 running in GearVR on the Samsung Internet app.
When it loads it displays the A-Frame scene on a card hovering in space like an ordinary stationary web page - the content in the web page rotates with head tracking, but the card remains stationary in space.
When I click on the various 360/180 display modes, the image of the flat web page appears to simply map to a sphere and responds loosely to head rotation - there are swirly patterns at the poles so I'm pretty sure it's just a 2D mapping of the web page. Like it's trying to display it as a 360 video.
Is there a hidden setting? I've enabled WebVR in the Samsung browser. Or is there a directive I need to include in A-Frame? The scene runs fine in cardboard through chrome on android. thx
Ryan Betts from Slack said:
You have to type 'internet://webvr-enable' into the address bar to enable it.
Here is the documentation by Samsung: http://developer.samsung.com/technical-doc/view.do?v=T000000270L where it says:
To enable WebVR visit the internet://webvr-enable URL in the Samsung Internet for GearVR browser (visit internet://webvr-disable to disable WebVR support).
ngokevin's answer is correct, you have to enable. If that done correctly, a working demo using 1.0 API will be able to go into correct mode. Note that can't access correct 'mode' using the fullscreen mode options meant for VR/360 video formats. Try https://toji.github.io/webvr-samples/03-vr-presentation.html If this example doesn't work then have not enabled. If this runs but another page doesn't it would be an issue specific to that page and WebVR API usage.
Remember that webvr support in Gear VR is still experimental and really doesn't work very well yet.
For me the Gear VR is extremely jerky and makes you dizzy when looking around and the quality just isn't very good on the sky images.
I'm using a new Gear 360 camera to take my sky images and when I look at them through the regular Gear VR 360 photo viewer app they look awesome but once you go into webvr and look at those same images they're really really blurry.
Hopefully Gear VR can get the kinks worked out soon and hopefully just replaces that stupid Samsung browser with the new Oculus Carmel browser so these webvr apps will work correctly.

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