Been scouring the Internet for any information whatsoever on the topic of rendering for 180 degree stereoscopic rather than 360 degree stereoscopic. I’ve got all the fundamentals of stereoscopic rendering in general down; views enabled, output set to side-by-side, all that. I’ve gotten something pretty close to what I want using the panoramic fisheye equidistant camera set to 180 degrees, but there’s some warping of the image still. I tried looking for technical information on the lenses used in VR 180 cameras, but couldn’t find much. The latest thing I’m trying, though I haven’t had a lot of time to play with it yet, is trying to make sense of the information on the human eye’s field of view found here and apply it in the panoramic fisheye equisolid camera.
It’s not even strictly important to me that the full 180 degrees of view be available, honestly. Depth realism is the most important factor to me, and why 360 degree video doesn’t interest me very much. I’m working with the Oculus Go, and basically, I want to recreate whatever projection methods that the Oculus Unity plugin uses to give an actual 1:1 sense of depth, even if there’s no head movement capability whatsoever, and I want it to be playable through apps like Oculus Gallery and VeeR.
Can anyone offer some insight?