Update 1.06 — Fast VR180 and FullDome Stereo, Gaussian Shots

Camera Render Studio Update 1.06 introduces a new fast stereo rendering mode for VR180 Face and FullDome Face projections.

This update also adds the new Gaussian Shots workflow for multi-camera scene capture and the preparation of structured datasets for Gaussian Splatting and other reconstruction applications.

Example Face projection, new variable Stereo:

Fast VR180 and FullDome Stereo

  • Added fast stereo rendering for VR180 Face projection.
  • Added fast stereo rendering for FullDome Face projection.
  • Parallel (No Convergence) is used as the default convergence mode.
  • Supported by the Beauty and Object ID render passes.
  • Available in the legacy Movie Render Queue workflow and Movie Render Graph.

How the Fast Stereo Mode Works

The new Face-based stereo mode is an approximate stereo solution. It provides significantly faster rendering, but it does not create mathematically perfect stereoscopy in every viewing direction.

This approach is especially useful for matching real-world VR180 cameras. Physical VR180 cameras normally use two lenses with a fixed distance between them and parallel optical axes, which means that they also cannot produce completely correct omnidirectional stereo.

Because of this, the new mode is well suited for combining Unreal Engine renders with footage captured by real VR180 camera systems.

FullDome Stereo Limitation

  • FullDome Face stereo is available at field-of-view values up to and including 180 degrees.
  • Above 180 degrees, FullDome Face stereo is automatically disabled to prevent eye inversion.
  • This limitation applies only to the Face-based FullDome projection.
  • FullDome Extended is not limited by this rule and remains available above 180 degrees.

Gaussian Shots

Gaussian Shots is a new workflow for capturing a scene from multiple virtual cameras and preparing image datasets for Gaussian Splatting, photogrammetry, and other multi-view reconstruction technologies.

  • Create structured multi-camera rigs around an object or throughout a defined volume.
  • Use Volume Grid and Volume Grid Spline layouts for organized camera placement.
  • Preview generated camera positions directly inside the Unreal Engine scene.
  • Use a dedicated spherical preview mesh for Volume Grid cameras.
  • Configure camera count, placement, field of view, and capture orientation.
  • Capture multiple views of static or animated scenes.

Interactive Gaussian Splat Preview

This interactive MetaHuman Gaussian Splat was created from a multi-camera dataset rendered directly in Unreal Engine using Camera Render Studio. The Gaussian Shots workflow can prepare camera and image data for COLMAP, Postshot, LichtFeld Studio, and other compatible Gaussian Splatting reconstruction tools.

Interactive Gaussian Splat generated from images rendered with Camera Render Studio for Unreal Engine. Open in SuperSplat

Gaussian Rendering and Dataset Export

  • Split large camera sets into multiple MRQ jobs to reduce memory usage.
  • Automatically organize rendered images by camera and render pass.
  • Export camera position, rotation, field of view, and intrinsic camera parameters.
  • Generate per-frame camera metadata for multi-view reconstruction workflows.
  • Export a COLMAP-compatible dataset for supported Gaussian Splatting applications.
  • Support additional render layers for advanced dataset preparation.

Important Notes

  • Fast Face stereo is an approximate solution intended for faster rendering and real-world VR180 camera matching.
  • For physically accurate panoramic stereo, use the appropriate Extended stereo projection workflow.
  • FullDome Face stereo is limited to a maximum field of view of 180 degrees.
  • Large Gaussian camera rigs can generate a significant number of images and require additional storage space.
  • Use MRQ task splitting when working with large camera sets or limited system memory.
  • Before updating an existing project, it is recommended to create a backup.

ivan_elizarov_admin
ivan_elizarov_admin
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