360 Video and Photo Capture in 4K for Three.js
Switch branches/tags
Nothing to show
Clone or download
Latest commit 31224b6 Dec 25, 2016
Permalink
Failed to load latest commit information.
js readme Dec 16, 2016
textures reorg Dec 16, 2016
.gitignore reorg Dec 16, 2016
README.md Update README.md Dec 25, 2016
demo.html readme Dec 16, 2016
favicon.ico initial commit Dec 15, 2016
index.html ga Dec 16, 2016
screencap.jpg screen cap Dec 15, 2016
screencap2.jpg readme Dec 16, 2016

README.md

This project shows how to export 4K resolution 360 Videos and Photos from inside of Three.js scenes.

The process is described in this blog post: https://medium.com/p/788226f2c75f

Examples

example 4k video from demo scene on YouTube

Alt text

example 4k test video on YouTube

Alt text

How this works

Basically you take a cube camera, save it to equirectangular photo, and then stitch those together to make a video. Add some metadata and voila! You can then post them to Facebook and Youtube.

I made some modifications to the CCapture.js library, where I added a CC360Encoder class that calls into an cubemap to equirectangular image capture library from the same author. I made modifications to that library also, where I prepare the cube camera data for the encoder with the preBlob class. Finally, I was running into memory issues very quickly, so I re-implemented the broken batching in CCapture.js for .jpg sequences.

The app will capture a batch every N seconds, according to the autoSaveTime parameter. Save and unarchive these .tar files, then use FFMPEG to stitch the images together. See the post on Medium for more about metadata.

Try Online

demo scene

simple tests

Example files

Clone the repository and serve its files using a webserver of your choice.

index.html contains simple test shapes. moving the camera during capture has no effect.

demo.html is hacked into a three.js demo scene. moving the camera during capture will change the final shot.

Use it yourself

Include the modified CCapture.js and CubeMapToEquirectangular.js libraries. You'll need tar.js and download.js as well. Which controls to include are up to you.

Instantiate a capturer. Batches will download automatically every N seconds according to the autoSaveTime property.

// Create a capturer that exports Equirectangular 360 JPG images in a TAR file
var capturer360 = new CCapture({
    format: 'threesixty',
    display: true,
    autoSaveTime: 3,
});

Add a managed CubemapToEquirectangular camera when you setup your scene.

Here we use “4K” but you can also use “2K” or “1K” as resolutions.

equiManaged = new CubemapToEquirectangular(renderer, true,"4K");

Call the capture method at the end render loop, and give it your canvas.

capturer360.capture(canvas);

These functions will start and stop the recording.

function startCapture360(event) {
    capturer360.start();
}

function stopCapture360(event) {
    capturer360.stop();
}

Unarchive, Convert, and Add Metadata

Unarchive the .tar files to a single folder and then convert the whole folder of images into a movie with one FFMPEG command

ffmpeg -i %07d.jpg video.mp4

The “%07d” tells FFMPEG that there are 7 decimals before the “.jpg” extension in each filename.

In tests of a 30 second capture, I've seen a 1.66GB folder of 4K 360 images compress into a single 3.12mb 4K 360 video. A lot depends on how much movement there is in the scene, but the reductions are dramatic.

Then use the Spatial Media Metadata Injector to add spatial metadata and upload.

Contact

Get in touch with me on LinkedIn for custom 360 content or more versatile deployments of this software.

https://www.linkedin.com/in/jamespollack