The key question: ‘how can Volumetric Video help us create realistic and trustworthy full motion representations of digital people in 3D environments?’ isn’t the only question Chronosphere wants to answer. To formulate a thorough answer, more aspects need to be looked into. What exactly is a reliable, photorealistic representation? To what extent does Volumetric Video comply with these standards? And how can Volumetric Video be used to create that reliable, photorealistic representation?
To answer these and all subsequent questions, Chronosphere links every elected project to at least 1 specific line of research. Altogether, we have defined 6 lines of research:
1. Immersivity and presence with Volumetric Video
How can Volumetric Video qualitatively contribute to the creation of realistic digital worlds, populated by people just as digital? How does this contribution relate to other media? What part can Volumetric Video play in the psychological research into immersion, presence and virtual personification?
2. Optimization production process Volumetric Video
As the technology that drives Volumetric Video is novel, a new method of preparation is necessary. Everything is filmed from all sides in 3D, making it impossible to complement the footage with other backgrounds and virtual objects during postprocessing. For that reason, we will explore ways to optimize the production process of Volumetric Video. This way a framework for script, concept and preproduction emerges.
3. Film formats in Volumetric Video
Volumetric Video forces us to redefine the entire film process. Questions that need answering include: what visual language do we use? Which styles can be distinguished? Which micro tools are available for the director? This line of research will bring the appropriate answers.
4. Development of Volumetric Video tooling for postprocessing
Together with Finnish start-up Sense of Space, engaged in tooling for Volumetric Video, we are developing relevant context and our own prototypes of software solutions. Also, in this line of research we field test the beta applications.
5. Optimization VR/AR viewer experience
Technological developments regarding immersive VR and AR applications are moving rapidly. At the same time, rational application questions such as the queries regarding presbyopia, remain unanswered. The quality and possibilities of head-mounted devices are therefore being called into question in order to translate the acquired insights into qualitative improvements, thus benefiting the entire industry.
6. Optimization Volumetric data quality and data size
Sequences within Volumetric Video take up a lot of space: merely the raw data already covers 800MB per second. Consequently, it is next to impossible to create longer high-quality sequence that are also applicable to mobile devices and HMD’s. In this line of research, we are searching for alternative possibilities to reduce the necessary data space without compromising the quality. Simultaneously, we gather knowledge regarding the way user experiences and directors’ demands lead to fresh insights regarding data quality.