Have you played around with octane script nodes for the use cases above? They should allow you to do almost anything in the node graph through Lua (or native code via ffi) - Jules
You need the camera. The software to process is hosted by us on the cloud, I don't if FB can oss it. At least the ORBX file is open and loads in Unity Nuke and AE
This is the basis of our work with Facebook which can capture a light field using 6 or 24 cameras. We run a Job on cloud and it comes back as a 3D scene ORBX asset you can load into Octane for Nuke, Unity etc.
1 yes (you can always try this in OTOY.com home page - cloud demos menu)
2) yes, it works as shown in the video using the standard Unity samples unmodified to prove viability of the system on GearVR and Samsung Internet. We also have this working non PC/rift and daydream now
ORBX.js is < ORBX.lua on top of luajit. But an ORBX file can be flattened down to a cloud stream if user agent can only play ORBX.js feature set.
ORBX is a container with the render graph of the content in xml/Json + assets. Just like a web page, it can be cached to archive (.orbx file) or streamed from a URL or URI over raw UDP/tcp or web wss or https
For rendering an ORBX in Octane then yes (480 should be minimum), for playback 9( an ORBX package exported from Octane render job/target, HTML5 with webgl is enough for basic 360 viewing even without vr or ar
ORBX framework should be like Lua or luaJIT -i.e. MIT license. What is built or done on top of that and how it's licensed to others is up to the creator or implementer to decide, assuming they have such rights already.
I need to download the latest version that was submitted to MPEG for the file and serial data format and get it on OTOY.com like the 1st doc (intro PDF) linked in my post above. Will share a link as soon as that's done. The container and stream are just one layer, the full node schema and module system is mapped out on docs.otoy.com for users and developers.
We're working on a flat C API for ORBX script nodes which will (we hope) leverage WASM+WEBGPU/VK to add novel functionality within the node graph itself instead of needing it to be in an arbitrary external renderer. This was how we first implements ORBX1 video in pure JavaScript back in 2013
Note that Graphs can further 'render' a scene to valid glTF/mesh and volume formats, not just texture/image output buffers.
I don't think glTF will be able to fully replace alembic/FBX soon in the schema
sadly, based on last KHR discussion at siggraph (I understand the reasoning, do not going to advocate they change it); glTF is still a useful asset format for proxy volumes or baking to webgl pipelines.
See my post above. ORBX schema and formats submitted to mpeg must be usable by anyone and everywhere with only an MIT license (same as lua which we use script nodes in the graph). I was told this is fine, but that they need it as a tier 1 MPEG license (their equivalent as I understand it).
OTOY is contributing the ORBX container and render graph system to MPEG I part 2 at MPEG 120 as a'tier 1'license (equivalent to MIT license). Paid licenses and patents IMO should not be in the baseline minimal schema/scene graph system, or we will never get to a truly open metaverse. I made as strong a case as I could that plenty of value and IP can still be implemented as services or modules on top of such open framework whenever this issue came up at MPEG 119 last month.
Here is one of the two ORBX docs from MPEG 119, the other (which has the full container schema) I'll post shortly.