[360° VR] Who needs a camera man anyways? On Authored Virtual Camera Movement and Directed Content...
360° videos are becoming more user friendly to produce and more known and spread arround viewers.
Usually 360° videos are filmed to be watched in a sphere so one can choose his own point of interrest and frame of view while the video is playing.
But there is also another use case for it:
Since you are capturing the whole 360° sphere, you can direct the camera movement in post production and extract the video afterwards as non 360° video.
This can come in handy in areas, where you can not deploy a moving camera rig or a camera man like in the case below where I was filming a concert.
This is the source video after addition of creativ effects, but in native 360°:
After the authoring process, the output video can be watched like a normal conventional video also enabling low performance devices to watch the video properly, since no OpenGL or other Graphics Processing is needed to display parts of the sphere.
I also used the same technique mounting the camera onto a motorcycle extracting the scenes I wanted afterwards, just to give an example. It would have been verry hard to install a conventional camera and controll its movement while the bike is rolling.
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