Virtual reality based on a picture











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I'm trying to recreate a few existing rooms in a museum, based on 180° jpeg files made by photo technicians of them (with paintings on the wall etc...).
I have used sphereGeometry and loadTexture. But rooms are squares or rectangles, so view is kind of deformed in the corners (for the square and rectangle rooms) and depths doesn't match reality (for the rectangle rooms). I'm guessing the problem is that sphereGeometry has a fixed radius, no matter the room width and length.
Assuming the wall on the back of the capture device can be ignored, what's the best way to recreate in three.js a square or rectangle room using a single jpeg 180° wiew of it ? Is it possible to bend a plane on coordinates matching the length of the room walls and then apply the picture as texture to it ?
I insist : I'm not asking for you to write the code for me, I'm asking what object(s) and method(s) of three.js you would use to accomplish this.
Any advice is welcome. Thanks










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  • Recreating geometry from a single image is a hard problem, for which you won't find out-of-the-box solutions in a 3D library. If the user will remain in one position, a sphere is as good as anything. If the user can move around in the 3D space, you need better source data than a 180º image.
    – Don McCurdy
    Nov 22 at 18:31















up vote
0
down vote

favorite












I'm trying to recreate a few existing rooms in a museum, based on 180° jpeg files made by photo technicians of them (with paintings on the wall etc...).
I have used sphereGeometry and loadTexture. But rooms are squares or rectangles, so view is kind of deformed in the corners (for the square and rectangle rooms) and depths doesn't match reality (for the rectangle rooms). I'm guessing the problem is that sphereGeometry has a fixed radius, no matter the room width and length.
Assuming the wall on the back of the capture device can be ignored, what's the best way to recreate in three.js a square or rectangle room using a single jpeg 180° wiew of it ? Is it possible to bend a plane on coordinates matching the length of the room walls and then apply the picture as texture to it ?
I insist : I'm not asking for you to write the code for me, I'm asking what object(s) and method(s) of three.js you would use to accomplish this.
Any advice is welcome. Thanks










share|improve this question






















  • Recreating geometry from a single image is a hard problem, for which you won't find out-of-the-box solutions in a 3D library. If the user will remain in one position, a sphere is as good as anything. If the user can move around in the 3D space, you need better source data than a 180º image.
    – Don McCurdy
    Nov 22 at 18:31













up vote
0
down vote

favorite









up vote
0
down vote

favorite











I'm trying to recreate a few existing rooms in a museum, based on 180° jpeg files made by photo technicians of them (with paintings on the wall etc...).
I have used sphereGeometry and loadTexture. But rooms are squares or rectangles, so view is kind of deformed in the corners (for the square and rectangle rooms) and depths doesn't match reality (for the rectangle rooms). I'm guessing the problem is that sphereGeometry has a fixed radius, no matter the room width and length.
Assuming the wall on the back of the capture device can be ignored, what's the best way to recreate in three.js a square or rectangle room using a single jpeg 180° wiew of it ? Is it possible to bend a plane on coordinates matching the length of the room walls and then apply the picture as texture to it ?
I insist : I'm not asking for you to write the code for me, I'm asking what object(s) and method(s) of three.js you would use to accomplish this.
Any advice is welcome. Thanks










share|improve this question













I'm trying to recreate a few existing rooms in a museum, based on 180° jpeg files made by photo technicians of them (with paintings on the wall etc...).
I have used sphereGeometry and loadTexture. But rooms are squares or rectangles, so view is kind of deformed in the corners (for the square and rectangle rooms) and depths doesn't match reality (for the rectangle rooms). I'm guessing the problem is that sphereGeometry has a fixed radius, no matter the room width and length.
Assuming the wall on the back of the capture device can be ignored, what's the best way to recreate in three.js a square or rectangle room using a single jpeg 180° wiew of it ? Is it possible to bend a plane on coordinates matching the length of the room walls and then apply the picture as texture to it ?
I insist : I'm not asking for you to write the code for me, I'm asking what object(s) and method(s) of three.js you would use to accomplish this.
Any advice is welcome. Thanks







three.js






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asked Nov 22 at 17:32









Luc Wanlin

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  • Recreating geometry from a single image is a hard problem, for which you won't find out-of-the-box solutions in a 3D library. If the user will remain in one position, a sphere is as good as anything. If the user can move around in the 3D space, you need better source data than a 180º image.
    – Don McCurdy
    Nov 22 at 18:31


















  • Recreating geometry from a single image is a hard problem, for which you won't find out-of-the-box solutions in a 3D library. If the user will remain in one position, a sphere is as good as anything. If the user can move around in the 3D space, you need better source data than a 180º image.
    – Don McCurdy
    Nov 22 at 18:31
















Recreating geometry from a single image is a hard problem, for which you won't find out-of-the-box solutions in a 3D library. If the user will remain in one position, a sphere is as good as anything. If the user can move around in the 3D space, you need better source data than a 180º image.
– Don McCurdy
Nov 22 at 18:31




Recreating geometry from a single image is a hard problem, for which you won't find out-of-the-box solutions in a 3D library. If the user will remain in one position, a sphere is as good as anything. If the user can move around in the 3D space, you need better source data than a 180º image.
– Don McCurdy
Nov 22 at 18:31

















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