Journey

It all came down to the pixels

I used the original, super simple, super easy 360° configuration for a winter, spring, and summer seasons. As with most projects, however, you often discover which requirements you care about the most after starting. I had gotten to a reasonable workflow for correctness (I could take a video, find all the people, and then detect when the points started and infer the score based on which side pulled the disc,) I had a few directions to go next: make it fast, or make it pretty.

Visual quality had the most room for improvement, so let’s go there. I can’t compete with professional photographers with high-end cameras and really big lenses, but I can try, right?

360° cameras waste most of their pixel budget

the sphere a 360 camera records, with the wedge the game occupies highlighted

When you do something sweet, it should look sweet

A thrower boosting it, zoomed in from an 8k 360° recording

a thrower boosting it, zoomed in from an 8k 360 recording

Whole game streaming gold-standard: Ultiworld coverage

goal line block from ultiworld coverage

A run-through block, zoomed in from the new Sprinting Boxes rig

a run-through block, zoomed in from the new rig