When you said 360 camera, I had forgotten about the el cheapo versions with only 2 lenses. I'm used to 8-16 lens setups doing live action 360 VR video. It's been years now since I was involved in that, but the 16 camera system was the one from Google, and because of the extreme overlap, every object was visible in at least 4 lenses at any time. Because of this, it was some of the most compelling 3D available at the time. Funny, with 16 cameras each with their own microSD card that had to be data managed (puke), we felt it wasn't enough as it only produced a cylindrical output and not a full sphere. So, like the glutton for punishment fools we were, we mounted an additional 6 cameras to the rig to capture the zenith/nadir and would stitch/composite into the final.
All of that to say, generating 3D photogrammetry images was something we never even considered as a purpose of the footage. We were soley focused on creating VR content. Never mind that some of us involved absolutely would acquire footage for the sole purpose of creating 3D models to be used in SFX for post work. I guess sometimes, you're just too close to something to see it?!?!
All of that to say, generating 3D photogrammetry images was something we never even considered as a purpose of the footage. We were soley focused on creating VR content. Never mind that some of us involved absolutely would acquire footage for the sole purpose of creating 3D models to be used in SFX for post work. I guess sometimes, you're just too close to something to see it?!?!