![]() ![]() ![]() Next, let’s check out the Google lens a kind of image recognition and searching technology that is available as a standalone app but comes built into the Pixel 6. ![]() More on : DJI Pocket 2 - small portable cameras have never been better After the pictures are taken it only takes a few moments for the 360 image to be ready – not long ago this took much longer, was far less user-friendly, and often failed to stitch together seamlessly. I tested it out on the grounds of a shrine. It works by having you take multiple photos in a circle around you then stitching them together, but instead of the traditional flat panorama image, you can navigate the image in a 360-degree space – very cool for scenic locations. You access it by opening your camera app and going to modes then selecting it. None of these photo features are unique to the Pixel 6 in any way but work great due to the improved AI powers of the Pixel 6 and the work Google has been doing.įirst up are Photo Spheres which are 360 panoramic images. I made a post and a video about my thoughts on the Pixel 6 after a week but I also wanted to explore some more of the camera features, mainly 360 Photo Spheres, Google Lens and Panorama. The LyonvilleSpring_AndrewPerry_PublicDomain image is provided under a CC0 license, and is dedicated to the public domain.I have been having a lot of fun fiddling with the Pixel 6, especially the camera. The "Double Arch Photosphere" by Mark Doliner ( ) is under a Creative Commons Attribution 2.0 Generic License CC BY 2.0. The code is provided under the Apache License, Version 2.0. Initial release, added skybox method (thanks /u/cjdavies !) License Bugfix - material tiling x = -1 to prevent horizontal mirror image (thanks /u/redskins78 !) Updated to use Google VR plugin (v0.8.5), added stereo examples. A custom version of GvrEye.cs is included which allows a different skybox to be assigned to each eye.The Camera Far Clipping Plane is set to 1000, and the Sphere has a radius of 999 - this means that the inside of the sphere will be distant, so even if Stereo Multiplier is non-zero there should be no detectable stereo parallax.On StereoController, we reduce Stereo Multiplier to zero (this makes both eyes see the same image for monoscopic photos, and for stereoscopic photos we don't want any eye separation in Unity's 3D space since the left and right image already have a stereo offset).On GvrHead, Track Position is turned off (we only want rotation).The Gvr prefabs used in these scenes have some small changes to the default settings: There are also some examples of stereo 3D photospheres (eg two spheres, use Layers so left/right cameras only see one sphere). Ensure that the Tiling X value is -1 on the Material, otherwise your image will be a horizontal mirror image. When adding your own photosphere textures, make sure you set the import size of the image as high as possible (8192). The default Unity Sphere primitive is UV mapped with an equirectangular projection, so most common photospheres should work. The Google VR plugin for Unity (v0.8.5) is included - if you want to update to different version, delete the GoogleVR and Plugins folders and import the new version. Use a standard Unity skybox with the photo imported as a "Latitude-Longitude Layout (Cylindrical)" mapped texture.ĭownload and import the Unity package of this project, or clone this git repo. Use of a sphere mesh with the normals flipped so that the mesh is visible from inside the sphere. Use of a double sided unlit shader so that both sides of the sphere are visible. There are three methods demonstrated here: Unity Google VR / Cardboard photosphere exampleĪ simple Unity project template for viewing photospheres / 360-degree photos using Google VR (aka Cardboard) devices. ![]()
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