I am building a 360 walkthrough using Unity and images that I am mapping onto the inside of a sphere. Hotspots within the sphere allow me to jump between scenes.
The 360 images are 3d renderings of an environment, and I have a left and right eye image. This works really well, and really helps to visualise the environment.
I am noticing areas in the sphere where the stereoscopic effect seems to shift slightly; I believe that it happens when I start to look up and down. This suggests to me that the stereo separation is fine when looking around the horizontal, but is shifting as the sphere pulls around to the poles.
Are there any experts in this field who can advise on best practices for rendering? I’m not sure what 3d program they are using, but maybe there’s a setting that compensates for mapping on a sphere vs a standard cubemap? I’m not sure what the answer is.
Not enough info to diagnose…
How exactly are you doing it?
I got good result in another engine by using very small spheres centered around each VR viewing cam.
The spheres were childs of the cams, their centers translated with the cams, but their rotation remained constant in worldspace.
The spheres were IPD*0.9 radius, backface culled
The spheres were hexahedron meshes to prevent pole pinch (6 warped grid planes forming sphere).
The spheres had cylindrical UV mapping.
The textures(below) were cylindrical; created by vertical line scan cameras with 180deg vertical FOV rotated through 360deg in K steps where K is horizontal resolution of destination texture.