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360VR + Binaural Audio on an iPad

Hey,

I'm hoping to experiment with some 360VR video and 360VR stills, while mixing each with some binaural field audio recordings etc.

Heading to Ecuador soon, and wanted to try and capture some spectacular landscapes, villages, various cultural stuff in ways beyond the usual video, stills and stereo recording.

I haven't done this before and wanted to be able to do the editing and uploading via iPad from the road.

Only, it's looking like once you edit 360VR on an iPad, you lose your 360VR control data. That goes for adding audio tracks too. There's an app called VRFix that is supposed to re-inject the missing 360VR data back into your video after editing and before uploading... but it downsamples to 720p.

Anyone here done any of this using an iPad only? ie. shoot lower-end (Insta360) VR video, then edit it, add a binaural soundtrack, and upload to YouTube... or possibly some other service dedicated to 360VR stuff?

Comments

  • Hi

    I've been doing some VR video with an insta360.

    However not using an iPad to edit.

    I've used AfterEffects and the Mettle plugins for post production on a laptop.

    To my knowledge there's two things that make a piece of video that is the correct dimensions into "360 video" that plays on cardboard/you tube etc.

    It has to be in the correct codec (eg H624 as an MP4) and also if you want it to play out on YouTube you need to inject that meta data.

    You could look at an abode AfterEffects creative cloud subscription and see if the iPad / iPhone tools they offer as part of that could work for you?

  • @Matt_Fletcher_2000 said:
    Hi

    I've been doing some VR video with an insta360.

    However not using an iPad to edit.

    I've used AfterEffects and the Mettle plugins for post production on a laptop.

    To my knowledge there's two things that make a piece of video that is the correct dimensions into "360 video" that plays on cardboard/you tube etc.

    It has to be in the correct codec (eg H624 as an MP4) and also if you want it to play out on YouTube you need to inject that meta data.

    You could look at an abode AfterEffects creative cloud subscription and see if the iPad / iPhone tools they offer as part of that could work for you?

    I'll likely just get the VRFix app to inject the meta data back in. The developer says their Android version of VRFix doesn't alter the clip resolution, but that iOS handles video differently. They claim that as soon as their programmer gets back from traveling afar, that they plan on updating/fixing VRFix for iOS so that the resolution isn't reduced. Though, that doesn't sound like it'll be soon enough.

    Mostly making sure there's not another option first. LumaFusion devs are also planning on making their new editor 360VR meta data compliant, but I'm guessing that won't be right away either.

    I checked out the detail difference online between 720p and the max 3K the insta360 will do and it's very significant, but maybe it'll just have to do if there's no other alternative. I don't want to have to carry my laptop just for that.

  • @Matt_Fletcher_2000 It's looking like editing 360VR on iOS and sharing in a way that others can view it... is going to be very tricky. I found a free Google app that injects the 360VR meta data for you, but that requires a desktop. I suppose I could use one of the computers that are typically available at hostels, download the Google injector there and upload, etc. but I don't think I'll go to that much trouble for this.

    Now thinking maybe I'll focus more on using 360VR stills and have a companion binaural audio mix uploaded separately. Only it sounds like if you edit a 360VR still in a 3rd party editing app, then export/save... that also strips out the 360VR meta data that tells browsers it's a 360VR still with controls.

    Have you done much using just the 360VR stills and iOS only?

  • @skiphunt said:
    @Matt_Fletcher_2000 .

    Have you done much using just the 360VR stills and iOS only?

    Nothing at all I'm afraid.

    I think VR is tricky enough as it is on a computer right now (lots of memory and processing power required) - let alone on an iPad.

    What's binaural audio? Is that some way of having different sounds coming from different parts of the 360?

  • edited December 2016

    @Matt_Fletcher_2000 said:

    @skiphunt said:
    @Matt_Fletcher_2000 .

    Have you done much using just the 360VR stills and iOS only?

    Nothing at all I'm afraid.

    I think VR is tricky enough as it is on a computer right now (lots of memory and processing power required) - let alone on an iPad.

    What's binaural audio? Is that some way of having different sounds coming from different parts of the 360?

    I'd like to try something different on this trip, but I don't want to get bogged down messing around with tech stuff too much from the road. I'm thinking it might be best to keep it simple and maybe focus more on the creativity of subject rather than too much on tech methods.

    There's "Spatial Audio" that from what I can tell... is kind of the audio equivalent of 360VR. There are some Google tools for that, but I seriously doubt I could get up to speed on that before I leave. And mixing that on an iPad on the road, may not even be possible. Interesting stuff though.

    Binaural is recordings done where the mics are positioned roughly in the same position as your ears. You might have seen silicone or foam human heads with mics mounted where the ears are located. There are also less human-simulated approaches to the hardware too.

    I'm not doing anything that sophisticated. Just earbuds that have mics built-in. What I have sounds decent, and will definitely suffice for now, but they certainly aren't anything close to state-of-the-art.

  • For binaural audio to mean anything in a full 360° context, it has to be able to map to wherever the user's head is facing. For that you'd have to derive it by matrixing it from a full 360° audio sphere. Consequently the capture shouldn't be binaural but rather full 360°. I say 'full 360°' in each case, because I'm referring to what actually amounts to 360° horizontally by 180° vertically - in other words, a full sphere (just like the visual is).

  • By the way, here's a few equirectangular projections I've shot in more recent years, this time on digital cameras.

  • @u0421793 said:
    For binaural audio to mean anything in a full 360° context, it has to be able to map to wherever the user's head is facing. For that you'd have to derive it by matrixing it from a full 360° audio sphere. Consequently the capture shouldn't be binaural but rather full 360°. I say 'full 360°' in each case, because I'm referring to what actually amounts to 360° horizontally by 180° vertically - in other words, a full sphere (just like the visual is).

    Doesn't this pretty much describe what Google calls "Spatial Audio"? The description sounds similar to what I read in their spec. Though, I suppose it could be the same.

    I got the impression that "Spatial Audio" specifically mapped to the 360VR video in a way that if you looked up wearing a VR headset and saw birds, their sound would coincide with the 360 visuals.

    I could be wrong about that though, as this stuff is fairly me to me.

  • edited December 2016

    @u0421793 said:
    By the way, here's a few equirectangular projections I've shot in more recent years, this time on digital cameras.

    Hey, those are cool. I didn't know flickr supported the 360VR projection stuff. I just tried taking some embed code from one of your images and dropped it on a page of one of my websites, and it worked great!

    Did you have to do anything special prior to upload to flickr to get these to work? Or, just make sure they had the proper meta data embedded in the files?

  • edited December 2016

    @skiphunt said:

    @u0421793 said:
    By the way, here's a few equirectangular projections I've shot in more recent years, this time on digital cameras.

    Hey, those are cool. I didn't know flickr supported the 360VR projection stuff. I just tried taking some embed code from one of your images and dropped it on a page of one of my websites, and it worked great!

    Did you have to do anything special prior to upload to flickr to get these to work? Or, just make sure they had the proper meta data embedded in the files?

    No metadata, just made sure they're exactly twice the girth that they are in height. Most of those are done using a fisheye on a Nikon dslr and a 'Philopod', stitched together using Hugin. In 1998 I was doing the same sort of thing using a Nikon slr and 20mm lens and Kaidan Kiwi+ nodal centering rig on a tripod, stitching film scans in Apple's QuickTime VR Studio. Now, of course, (and now all my Nikon camera gear has been sold) I can do it on my Google Nexus 6p phone using Google Cardboard Camera app, or the built-in Google camera app for panos. Incredible, really.

  • edited December 2016

    @u0421793 said:

    @skiphunt said:

    @u0421793 said:
    By the way, here's a few equirectangular projections I've shot in more recent years, this time on digital cameras.

    Hey, those are cool. I didn't know flickr supported the 360VR projection stuff. I just tried taking some embed code from one of your images and dropped it on a page of one of my websites, and it worked great!

    Did you have to do anything special prior to upload to flickr to get these to work? Or, just make sure they had the proper meta data embedded in the files?

    No metadata, just made sure they're exactly twice the girth that they are in height. Most of those are done using a fisheye on a Nikon dslr and a 'Philopod', stitched together using Hugin. In 1998 I was doing the same sort of thing using a Nikon slr and 20mm lens and Kaidan Kiwi+ nodal centering rig on a tripod, stitching film scans in Apple's QuickTime VR Studio. Now, of course, (and now all my Nikon camera gear has been sold) I can do it on my Google Nexus 6p phone using Google Cardboard Camera app, or the built-in Google camera app for panos. Incredible, really.

    Cool. I just checked and there's a 360 Google photo app for the iPhone too. Sweet!

    Read the Flickr VR page and it says Flickr automatically detects equirectangular photos on upload and enables the VR viewer on the photo page. Great! For stills, this is looking easier all the time. Will have to test and see if Flickr's auto detect still works after an image is edited.

    I vaguely remember the Quicktime VR days too... but I never got into it. thx for the info!

  • @u0421793 said:
    For binaural audio to mean anything in a full 360° context, it has to be able to map to wherever the user's head is facing. For that you'd have to derive it by matrixing it from a full 360° audio sphere. Consequently the capture shouldn't be binaural but rather full 360°. I say 'full 360°' in each case, because I'm referring to what actually amounts to 360° horizontally by 180° vertically - in other words, a full sphere (just like the visual is).

    Got ya.

    There's Dolby Atmos that actually does this (works on the Jaunt VR platform / app).

    It can tell where you are looking and rotates the sound stage accordingly. It's pretty cool.

    If you download the Jaunt app, view a VR movie which uses Dolby Atmos and stick headphones on you'll hear/see what I mean.

    But I don't know how you can get your hands on the means of production.

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