All language subtitles for [English (auto-generated)] Capture and Import Any Real Environments Directly in UE5 _ Gaussian Splatting _ 360Camera _ Workflow [DownSub.com]

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,080 --> 00:00:01,360 The video you're watching right now, 2 00:00:01,360 --> 00:00:03,520 it's a gausian splatting environment was 3 00:00:03,520 --> 00:00:05,440 captured from a real location right here 4 00:00:05,440 --> 00:00:07,440 in Manchester. I scanned this location 5 00:00:07,440 --> 00:00:09,840 using my 360 camera and after completing 6 00:00:09,840 --> 00:00:12,000 a few important steps, I imported the 7 00:00:12,000 --> 00:00:14,400 entire model directly in a real engine. 8 00:00:14,400 --> 00:00:16,240 So, in this video, I'm going to explain 9 00:00:16,240 --> 00:00:18,800 you full process step by step how I scan 10 00:00:18,800 --> 00:00:21,119 the location, which camera I use and 11 00:00:21,119 --> 00:00:23,039 what software I use to complete this 12 00:00:23,039 --> 00:00:24,960 process. And most important, what 13 00:00:24,960 --> 00:00:27,039 mistakes I've done along the way so you 14 00:00:27,039 --> 00:00:28,880 can avoid them if you want to try this 15 00:00:28,880 --> 00:00:30,800 for yourself. So, don't skip the video 16 00:00:30,800 --> 00:00:32,399 because you're going to miss important 17 00:00:32,399 --> 00:00:34,480 steps from the process and probably 18 00:00:34,480 --> 00:00:37,680 you're going to get stuck along the way. 19 00:00:37,680 --> 00:00:39,840 To capture the location, I use my Insta 20 00:00:39,840 --> 00:00:43,040 360 X2. It's a solid camera, records in 21 00:00:43,040 --> 00:00:45,120 manual mode, and gives me a four 22 00:00:45,120 --> 00:00:46,960 resolution, which is great. Along with 23 00:00:46,960 --> 00:00:48,640 the camera, I had the selfie stick, 24 00:00:48,640 --> 00:00:50,719 which I used to mount the camera. I 25 00:00:50,719 --> 00:00:52,800 picked one location in the city, the one 26 00:00:52,800 --> 00:00:55,039 that I wanted to scan for a long time. 27 00:00:55,039 --> 00:00:57,199 And the method I used was very simple. 28 00:00:57,199 --> 00:00:59,760 First, I walk left to right in a zigzag 29 00:00:59,760 --> 00:01:02,000 pattern across the entire bridge with a 30 00:01:02,000 --> 00:01:04,159 selfie stick above my head, exactly how 31 00:01:04,159 --> 00:01:06,000 you see in this footage. In this way, 32 00:01:06,000 --> 00:01:08,400 you cover more details of the bridge. If 33 00:01:08,400 --> 00:01:10,720 you want to shoot in a busy place, you 34 00:01:10,720 --> 00:01:12,799 should wake up in the morning, otherwise 35 00:01:12,799 --> 00:01:14,799 you'll have people walking all around 36 00:01:14,799 --> 00:01:17,040 you, which is very annoying. I did a few 37 00:01:17,040 --> 00:01:19,119 tests before and it was a lot of people 38 00:01:19,119 --> 00:01:21,360 and was very frustrating. Once I reached 39 00:01:21,360 --> 00:01:23,759 the end of the area I wanted to scan, I 40 00:01:23,759 --> 00:01:25,600 turned around and walked back in a 41 00:01:25,600 --> 00:01:28,080 straight line. No zigzag movement from 42 00:01:28,080 --> 00:01:30,320 left to right anymore. Then I did one 43 00:01:30,320 --> 00:01:32,079 more pass with the camera positioned 44 00:01:32,079 --> 00:01:34,000 close to the ground. The first time I 45 00:01:34,000 --> 00:01:35,920 scanned the bridge, I skipped the floor 46 00:01:35,920 --> 00:01:38,560 and the result looked a bit funny. By 47 00:01:38,560 --> 00:01:40,159 lowering the camera, I thought that 48 00:01:40,159 --> 00:01:42,400 would fix the problem, but in the end it 49 00:01:42,400 --> 00:01:44,560 didn't. All this was captured in a 50 00:01:44,560 --> 00:01:46,799 single recording and it took around 8 51 00:01:46,799 --> 00:01:50,240 minutes to complete. 52 00:01:50,240 --> 00:01:54,320 [Music] 53 00:01:54,320 --> 00:01:56,720 If you own an Insta 360, you 54 00:01:56,720 --> 00:01:59,280 automatically have access to Insta 360 55 00:01:59,280 --> 00:02:01,119 Studio. Just go on their website, 56 00:02:01,119 --> 00:02:02,880 download the app, and install it into 57 00:02:02,880 --> 00:02:05,280 your machine. Insert the SD card, and 58 00:02:05,280 --> 00:02:07,520 the app should instantly ask if you like 59 00:02:07,520 --> 00:02:09,759 to import your capture video, which is 60 00:02:09,759 --> 00:02:11,920 very useful. Select your file on the 61 00:02:11,920 --> 00:02:14,319 right hand side, then head to the export 62 00:02:14,319 --> 00:02:17,120 tab, go on the 360 video, pick your file 63 00:02:17,120 --> 00:02:19,200 name, and export the file into your 64 00:02:19,200 --> 00:02:21,280 desired location. Set the bit rate to 65 00:02:21,280 --> 00:02:23,200 maximum, resolution to the highest 66 00:02:23,200 --> 00:02:25,440 available, and encoding format. In my 67 00:02:25,440 --> 00:02:27,760 case, I'm going to use H.264. Depending 68 00:02:27,760 --> 00:02:29,760 on your footage length, this step is 69 00:02:29,760 --> 00:02:31,440 going to take a while. In my case, it 70 00:02:31,440 --> 00:02:33,360 took around 30 minutes to process and 71 00:02:33,360 --> 00:02:35,360 export the video. At this point, the 72 00:02:35,360 --> 00:02:37,599 file is ready to go. If you watch my 73 00:02:37,599 --> 00:02:39,599 other tutorials, you know, I always put 74 00:02:39,599 --> 00:02:41,599 extra effort into this because even 75 00:02:41,599 --> 00:02:43,440 small adjustments make huge difference 76 00:02:43,440 --> 00:02:45,840 in the end. After some quick tweaks in 77 00:02:45,840 --> 00:02:47,840 Premiere Pro, the footage looks a little 78 00:02:47,840 --> 00:02:50,000 bit much nicer. You can see before and 79 00:02:50,000 --> 00:02:51,920 after here. It's a very small change, 80 00:02:51,920 --> 00:02:53,519 but trust me, in the end, all the 81 00:02:53,519 --> 00:02:55,680 details matters. Hey YouTube, before we 82 00:02:55,680 --> 00:02:57,200 move on, I just want to say thank you 83 00:02:57,200 --> 00:02:58,959 for watching this video. I really want 84 00:02:58,959 --> 00:03:01,280 to hit 5,000 subscribers by the end of 85 00:03:01,280 --> 00:03:03,120 the year, and you are the only one who 86 00:03:03,120 --> 00:03:05,360 can help me. So, please don't forget to 87 00:03:05,360 --> 00:03:07,360 subscribe. Now, back to the video. Once 88 00:03:07,360 --> 00:03:09,120 you color grade the footage, either you 89 00:03:09,120 --> 00:03:11,440 export it from Premiere or Insta 360 90 00:03:11,440 --> 00:03:14,000 Studio, I use the 360 portable kit by 91 00:03:14,000 --> 00:03:16,319 Cinematic Tob. He created a script that 92 00:03:16,319 --> 00:03:19,360 combines FFmpeg with Alice Vision. I'm 93 00:03:19,360 --> 00:03:21,680 going to link his tool and his YouTube 94 00:03:21,680 --> 00:03:23,599 channel down in the description below. 95 00:03:23,599 --> 00:03:25,519 All you need to do is download the tool 96 00:03:25,519 --> 00:03:28,080 and open the BAT file. Drag the exported 97 00:03:28,080 --> 00:03:30,560 360 video file. Check how many frames 98 00:03:30,560 --> 00:03:32,959 you want. I think this is going to split 99 00:03:32,959 --> 00:03:35,760 each second from the video in one frame. 100 00:03:35,760 --> 00:03:38,400 For the testing, I use one and I let it 101 00:03:38,400 --> 00:03:40,640 run. This automatically will create a 102 00:03:40,640 --> 00:03:43,200 folder with a bunch of image sequences. 103 00:03:43,200 --> 00:03:45,040 Just open up the folder and you can see 104 00:03:45,040 --> 00:03:46,799 them right there. Next, we are going to 105 00:03:46,799 --> 00:03:48,879 drag the folder that just been created 106 00:03:48,879 --> 00:03:51,120 in the second part of the script. This 107 00:03:51,120 --> 00:03:53,840 process will split your 360 images into 108 00:03:53,840 --> 00:03:56,319 multiple 2D images that represents that 109 00:03:56,319 --> 00:03:58,799 photo. In my case, I set to have eight 110 00:03:58,799 --> 00:04:02,239 splits with a resolution of 1,200 and a 111 00:04:02,239 --> 00:04:04,560 field of view of 100. Depends how many 112 00:04:04,560 --> 00:04:06,400 images you have in the folder. This step 113 00:04:06,400 --> 00:04:08,159 can be quick or you might have to wait 114 00:04:08,159 --> 00:04:10,400 some time. Now if we put everything side 115 00:04:10,400 --> 00:04:12,640 by side, first you would have the 360 116 00:04:12,640 --> 00:04:14,720 video that you capture it with a camera 117 00:04:14,720 --> 00:04:16,959 and then you split that video into 360 118 00:04:16,959 --> 00:04:20,160 images and then later the 360 image has 119 00:04:20,160 --> 00:04:22,639 been splitted in eight image. Crazy how 120 00:04:22,639 --> 00:04:25,040 powerful this tool is. At this stage you 121 00:04:25,040 --> 00:04:27,120 can either use reality capture to speed 122 00:04:27,120 --> 00:04:28,960 up the process or go directly in 123 00:04:28,960 --> 00:04:31,040 postshot. For me reality capture 124 00:04:31,040 --> 00:04:33,280 struggle to align all these images. So 125 00:04:33,280 --> 00:04:35,360 I'm going to skip this step and jump 126 00:04:35,360 --> 00:04:37,520 directly into postshot. Now, one thing 127 00:04:37,520 --> 00:04:39,759 to note is Photoshot is no longer free 128 00:04:39,759 --> 00:04:42,080 or sort of. You'll need a subscription, 129 00:04:42,080 --> 00:04:44,000 but the advantage is that lets you save 130 00:04:44,000 --> 00:04:46,000 the file that can be loaded into an 131 00:04:46,000 --> 00:04:48,160 Unreal Engine with the plug-in. So, this 132 00:04:48,160 --> 00:04:50,639 is very useful. Sadly, exporting as a 133 00:04:50,639 --> 00:04:53,120 PLY is no longer available in the free 134 00:04:53,120 --> 00:04:55,280 version, but don't worry, you can still 135 00:04:55,280 --> 00:04:59,240 follow along with this tutorial. 136 00:05:00,080 --> 00:05:02,240 Once you open postshot, I drag the 137 00:05:02,240 --> 00:05:04,720 folder with the split images to drag in 138 00:05:04,720 --> 00:05:06,800 the last folder you just created. Drag 139 00:05:06,800 --> 00:05:09,199 it into the software. Keep all the files 140 00:05:09,199 --> 00:05:12,400 max image count. Switch to splat MCMC. 141 00:05:12,400 --> 00:05:14,080 This is going to give a better results, 142 00:05:14,080 --> 00:05:15,840 but it's going to take a longer time. 143 00:05:15,840 --> 00:05:17,919 So, be aware. Start training immediately 144 00:05:17,919 --> 00:05:20,720 and stop it at 300,000 steps. The more 145 00:05:20,720 --> 00:05:22,800 steps you have, the sharper and cleaner 146 00:05:22,800 --> 00:05:24,639 the result will be. For me, it took 147 00:05:24,639 --> 00:05:27,520 around 9 hours to train this file. After 148 00:05:27,520 --> 00:05:29,759 that, the result looked amazing. better 149 00:05:29,759 --> 00:05:31,759 than the first few tries. I could 150 00:05:31,759 --> 00:05:34,080 finally explore the spot inside postshot 151 00:05:34,080 --> 00:05:36,080 on the left. You can switch between 152 00:05:36,080 --> 00:05:38,080 different viewings. Point cloud camera 153 00:05:38,080 --> 00:05:40,560 alignment which did a very great job. If 154 00:05:40,560 --> 00:05:43,120 you see fuzziness, use cleanup tool to 155 00:05:43,120 --> 00:05:47,380 remove all the unwanted artifacts. 156 00:05:47,380 --> 00:05:50,400 [Music] 157 00:05:50,400 --> 00:05:52,639 And very important, very very very 158 00:05:52,639 --> 00:05:54,560 important, don't forget to save the 159 00:05:54,560 --> 00:05:56,960 file. Now it comes the fun part. Yes, 160 00:05:56,960 --> 00:05:58,800 you can bring your spots directly into 161 00:05:58,800 --> 00:06:01,280 Unreal Engine. Open Unreal Engine. Start 162 00:06:01,280 --> 00:06:06,039 a new project in firsterson mode. 163 00:06:08,720 --> 00:06:10,560 Once the level started, make sure to 164 00:06:10,560 --> 00:06:12,720 enable the postshot plugin under the 165 00:06:12,720 --> 00:06:17,720 edit plugins and type postshot 166 00:06:19,039 --> 00:06:20,800 and give a quick restart. When the 167 00:06:20,800 --> 00:06:23,039 project opens, I deleted the default 168 00:06:23,039 --> 00:06:25,120 shapes, leaving just the floor and the 169 00:06:25,120 --> 00:06:27,759 blue cubes. 170 00:06:27,759 --> 00:06:30,240 Then I drag my save post shot file into 171 00:06:30,240 --> 00:06:34,840 the new folder inside Unreal Engine. 172 00:06:37,840 --> 00:06:39,840 If you want to move the splot in the 173 00:06:39,840 --> 00:06:42,080 environment, the pivot point probably is 174 00:06:42,080 --> 00:06:44,639 going to be off. So to fix this, I place 175 00:06:44,639 --> 00:06:47,039 an actor in the center of the bridge. 176 00:06:47,039 --> 00:06:49,600 Then made the splat a child of the actor 177 00:06:49,600 --> 00:06:51,199 so I could position everything 178 00:06:51,199 --> 00:06:54,199 correctly. 179 00:06:54,560 --> 00:06:56,800 From there, I adjusted the scale of the 180 00:06:56,800 --> 00:06:59,840 splot. The real bridge has 6 m wide, so 181 00:06:59,840 --> 00:07:02,560 I align six andreal engine cubes side by 182 00:07:02,560 --> 00:07:04,720 side to get the dimension right. Just 183 00:07:04,720 --> 00:07:06,800 remember, always lock the scale so you 184 00:07:06,800 --> 00:07:08,800 don't stretch the model weirdly. Once 185 00:07:08,800 --> 00:07:11,199 the splot is aligned, you can hit play 186 00:07:11,199 --> 00:07:13,360 and explore the splot. But there's a 187 00:07:13,360 --> 00:07:15,680 catch. Gausian splatting files don't 188 00:07:15,680 --> 00:07:18,000 usually have geometry, which means we 189 00:07:18,000 --> 00:07:20,000 don't have physical collision. To fix 190 00:07:20,000 --> 00:07:22,160 this, I built a basic shape in a real 191 00:07:22,160 --> 00:07:24,880 engine. I created the floor, the side 192 00:07:24,880 --> 00:07:27,680 fences of the bridge, stairs, light 193 00:07:27,680 --> 00:07:30,080 pose. Essentially, I created the entire 194 00:07:30,080 --> 00:07:32,160 environment using cubes. When I 195 00:07:32,160 --> 00:07:34,160 finished, I made those cubes invisible 196 00:07:34,160 --> 00:07:36,560 in the details panel. Select all the 197 00:07:36,560 --> 00:07:38,960 cubes, type visible, and then check that 198 00:07:38,960 --> 00:07:41,440 bit. So the game had proper collusion 199 00:07:41,440 --> 00:07:43,520 while keeping the splat visual. If you 200 00:07:43,520 --> 00:07:45,199 want to play in the game, just move the 201 00:07:45,199 --> 00:07:47,280 cubes however you want. Ideally, it 202 00:07:47,280 --> 00:07:49,440 should be position on the geometry that 203 00:07:49,440 --> 00:07:51,680 you just created. Finally, I move the 204 00:07:51,680 --> 00:07:53,840 spawn point to always start at this 205 00:07:53,840 --> 00:07:55,919 little path before the bridge. Now, 206 00:07:55,919 --> 00:07:57,759 every time I hit play, I'm going to 207 00:07:57,759 --> 00:08:01,479 start from this location. 208 00:08:02,000 --> 00:08:05,000 Heat. 209 00:08:19,199 --> 00:08:22,199 Heat. 210 00:08:28,020 --> 00:08:33,709 [Music] 211 00:08:34,159 --> 00:08:35,839 And that's pretty much it. This is how 212 00:08:35,839 --> 00:08:38,479 you bring any locations from reality 213 00:08:38,479 --> 00:08:40,719 directly in Unreal Engine. All you have 214 00:08:40,719 --> 00:08:43,599 to do is to have a 360 camera and follow 215 00:08:43,599 --> 00:08:45,839 this workflow. You can bring anything 216 00:08:45,839 --> 00:08:47,920 inside and you can play, you can create 217 00:08:47,920 --> 00:08:49,920 your own video game. So, thank you for 218 00:08:49,920 --> 00:08:52,320 watching. I really want to hit 5,000 219 00:08:52,320 --> 00:08:54,160 subscribers by the end of the year. and 220 00:08:54,160 --> 00:08:56,000 I know you are the only one who can help 221 00:08:56,000 --> 00:08:57,839 me. Thank you so much for watching and 222 00:08:57,839 --> 00:09:01,640 I'll see you in the next one. 223 00:09:02,390 --> 00:09:05,529 [Music] 224 00:09:09,780 --> 00:09:15,950 [Music]16039

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