Fisheye / panorama in EEVEE #68991

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opened 2019-08-21 16:15:54 +02:00 by Dalai Felinto · 45 comments

Same level of support as we do for Cycles, no selection, or support in non lookdev/render mode.

  • Basic equirectangular support
  • Basic fisheye support
  • Over-scan to better support screen base shaders, and compositing
  • Optimized fisheye support (restrict the number of rendered views to the bare minimum)
Same level of support as we do for Cycles, no selection, or support in non lookdev/render mode. - [ ] Basic equirectangular support - [ ] Basic fisheye support - [ ] Over-scan to better support screen base shaders, and compositing - [ ] Optimized fisheye support (restrict the number of rendered views to the bare minimum)
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Instead of using the Cycles panoramic algorithms, wouldn’t EEVEE be better off by (1) rendering onto a skybox, then (2) applying DoF into another skybox whose faces are only then (3) mapped onto an equirectangular, fish=eye, or whatever panorama? The implementation according such process seems soooo much simpler yet still fairly accurate.

As a bonus, the pixels at the poles receive a more fair #samples compared to the ones at the equator. As another bonus, the skybox could be outputted directly into a game-engine friendly image format (before and/or after phase (2)). Alternatively, phases (2) and (3) could be implemented by a compositor node or a custom OSL script. Just an Idea.

Instead of using the Cycles panoramic algorithms, wouldn’t EEVEE be better off by (1) rendering onto a skybox, then (2) applying DoF into another skybox whose faces are only then (3) mapped onto an equirectangular, fish=eye, or whatever panorama? The implementation according such process seems soooo much simpler yet still fairly accurate. As a bonus, the pixels at the poles receive a more fair #samples compared to the ones at the equator. As another bonus, the skybox could be outputted directly into a game-engine friendly image format (before and/or after phase (2)). Alternatively, phases (2) and (3) could be implemented by a compositor node or a custom OSL script. Just an Idea.
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That's the kind if the idea (warped cubemap) same as we once did in the BGE. There is no way of using Cycles full raytracing method. It also facilitates overscanning.

That's the kind if the idea (warped cubemap) same as we once did in the BGE. There is no way of using Cycles full raytracing method. It also facilitates overscanning.

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Any plans for stereo 360? My understanding is that it is not as simple as having two, it involves translation to get correct results, which Cycles handles perfectly. But real time engines like unreal have to make a lot of vertical splices and move the camera on each rotation. Even if not realtime, it would be nice for Eevee
07-stereo_diagram_1.png

08-stereo_diagram_3.png

Any plans for stereo 360? My understanding is that it is not as simple as having two, it involves translation to get correct results, which Cycles handles perfectly. But real time engines like unreal have to make a lot of vertical splices and move the camera on each rotation. Even if not realtime, it would be nice for Eevee ![07-stereo_diagram_1.png](https://archive.blender.org/developer/F8420221/07-stereo_diagram_1.png) ![08-stereo_diagram_3.png](https://archive.blender.org/developer/F8420222/08-stereo_diagram_3.png)

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Would this capability to render 360* make it possible for Eevee to offer screenspace raymarching reflections that can be raymarched in 360* directions? So for example, behind the camera?

Would this capability to render 360* make it possible for Eevee to offer screenspace raymarching reflections that can be raymarched in 360* directions? So for example, behind the camera?

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In #68991#759663, @dfelinto wrote:
That's the kind if the idea (warped cubemap) same as we once did in the BGE. There is no way of using Cycles full raytracing method. It also facilitates overscanning.

How would screen space effects work in this case? Does overscanning allow to add entire spherical view to account?

> In #68991#759663, @dfelinto wrote: > That's the kind if the idea (warped cubemap) same as we once did in the BGE. There is no way of using Cycles full raytracing method. It also facilitates overscanning. How would screen space effects work in this case? Does overscanning allow to add entire spherical view to account?
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The idea would be for overscanning to be done in a per-slice based, not for the entire "sphere". Otherwise effects like circular blur would show extremely distorted when experienced "in VR".

The idea would be for overscanning to be done in a per-slice based, not for the entire "sphere". Otherwise effects like circular blur would show extremely distorted when experienced "in VR".

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In #68991#947647, @Grady wrote:
Would this capability to render 360* make it possible for Eevee to offer screenspace raymarching reflections that can be raymarched in 360* directions? So for example, behind the camera?

I don't know if this is exactly related to the question quoted above, but considering that volumetric shadowing only works inside the view frustum, would this camera lens support consistent volumetric shadows in the entire field of view of the panoramic?

> In #68991#947647, @Grady wrote: > Would this capability to render 360* make it possible for Eevee to offer screenspace raymarching reflections that can be raymarched in 360* directions? So for example, behind the camera? I don't know if this is exactly related to the question quoted above, but considering that volumetric shadowing only works inside the view frustum, would this camera lens support consistent volumetric shadows in the entire field of view of the panoramic?

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label 2023-02-09 15:15:29 +01:00

Hi, how long until this feature get ready, is it on the roadmap somewhere? Thank you 🙏

Hi, how long until this feature get ready, is it on the roadmap somewhere? Thank you 🙏
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Reference: blender/blender#68991
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